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We are very proud to announce the 1.4 release of Crystal Space and CEL. This is the final 1.x version of Crystal Space. The next release will be 2.0 which will remove a lot of deprecated features and no longer be 100% backwards compatible. This version should be mostly compatible with 1.2.
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We are very proud to announce the 1.4 release of Crystal Space and CEL.<br/>
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This is the final 1.x version of Crystal Space, and should be mostly compatible with 1.2.
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The next release will be 2.0 which will remove a lot of deprecated features and no longer be 100% backwards compatible.
== Major Changes ==
== Major Changes ==
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{|cellspacing="10"
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{|cellspacing="10" width="810"
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|style="color: white; background-color: grey;" |Animesh
|style="color: white; background-color: grey;" |Animesh
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|[[Image:banner_terrain.jpg|Terrain]]
|[[Image:banner_terrain.jpg|Terrain]]
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|valign="top"|Animesh is a new mesh object for animated meshes, integrating vertex based animation with skeletal animation. Skeletal animations are blended together using an extensible and flexible blending tree allowing different parts of the skeleton to be influenced by different animation sequences in a controlled manner. Animesh utilizes volume preserving dual quaternion skinning to give high quality meshes when using either CPU or GPU skinning.
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|valign="top"|Animesh is a new mesh object for animated meshes, integrating vertex based animation with skeletal animation. Skeletal animations are blended together using an extensible and flexible blending tree allowing different parts of the skeleton to be influenced by different animation sequences in a controlled manner. Animesh utilizes volume preserving dual quaternion skinning to give high quality meshes.
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|valign="top"|Building on the work done in the old bruteblock terrain engine "terrain2" improves rendering and handling of large outdoor areas by providing an unified framework for efficient data loading, rendering and collision detection.
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|valign="top"|Building on the work done in the old bruteblock terrain engine "[http://www.crystalspace3d.org/docs/online/1.4/manual/MeshObject-Terrain2.html terrain2]" improves rendering and handling of large outdoor areas by providing an unified framework for efficient data loading, rendering and collision detection.
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|style="color: white; background-color: grey;" |Speex
|style="color: white; background-color: grey;" |Speex
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|[[Image:banner_collections.jpg|Collections]]
|[[Image:banner_collections.jpg|Collections]]
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|valign="top"|The Crystal Space Speex plugin brings support for the playback of Speex compressed audio streams. The FOSS Speex codec is optimised for voice compression and brings disk space and memory savings over other codecs (e.g. ogg vorbis) while maintaining acceptable sound quality.
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|valign="top"|The Crystal Space Speex plugin brings support for the playback of Speex compressed audio streams. The FOSS [http://www.speex.org/ Speex codec] is optimised for voice compression and brings disk space and memory savings over other codecs (e.g. ogg vorbis) while maintaining acceptable sound quality.
|valign="top"|Collections are a reimplementation of the old Regions concept. They provide a simple way to group related game resources and easily handle memory management for the developer.
|valign="top"|Collections are a reimplementation of the old Regions concept. They provide a simple way to group related game resources and easily handle memory management for the developer.
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Collections provide a solution for the problem of keeping relationships between resources and also for making it easier to remove an object or groups of related objects. When you load a group of related resources (such as a map) you can provide a Collection to keep this grouping information. When you are finished with a map and wish to unload it, you simply destroy the Collection. Unneeded objects are automatically removed and objects that are still in use somewhere else are kept. Collections also provide search functionality for improved lookup time vs searching in the engine lists.
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[http://www.crystalspace3d.org/docs/online/1.4/api/structiCollection.html Collections] provide a solution for the problem of keeping relationships between resources and also for making it easier to remove an object or groups of related objects. When you load a group of related resources (such as a map) you can provide a Collection to keep this grouping information. When you are finished with a map and wish to unload it, you simply destroy the Collection. Unneeded objects are automatically removed and objects that are still in use somewhere else are kept. Collections also provide search functionality for improved lookup time vs searching in the engine lists.
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|style="color: white; background-color: grey;" |Translations
|style="color: white; background-color: grey;" |Translations
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|style="color: white; background-color: grey;" |
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|style="color: white; background-color: grey;" |OpenAL
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|[[Image:banner_translations.png|Translations]]
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|[[Image:banner_translations.jpg|Translations]]
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|[[Image:banner_openal.jpg|OpenAL]]
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|valign="top"|A new translation plugin makes it easier to add internationalization support to your game or application.
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|valign="top"|A new [http://www.crystalspace3d.org/docs/online/1.4/api/structiTranslator.html translation plugin] makes it easier to add internationalization support to your game or application.
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|valign="top"|
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|valign="top"|Also new in 1.4 is the OpenAL sound renderer plugin for 3D sound using the [http://www.openal.org/ OpenAL library].
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Current revision

We are very proud to announce the 1.4 release of Crystal Space and CEL.
This is the final 1.x version of Crystal Space, and should be mostly compatible with 1.2.

The next release will be 2.0 which will remove a lot of deprecated features and no longer be 100% backwards compatible.

Major Changes

Animesh Terrain2
Animesh Terrain
Animesh is a new mesh object for animated meshes, integrating vertex based animation with skeletal animation. Skeletal animations are blended together using an extensible and flexible blending tree allowing different parts of the skeleton to be influenced by different animation sequences in a controlled manner. Animesh utilizes volume preserving dual quaternion skinning to give high quality meshes. Building on the work done in the old bruteblock terrain engine "terrain2" improves rendering and handling of large outdoor areas by providing an unified framework for efficient data loading, rendering and collision detection.
Speex Collections
Speex Collections
The Crystal Space Speex plugin brings support for the playback of Speex compressed audio streams. The FOSS Speex codec is optimised for voice compression and brings disk space and memory savings over other codecs (e.g. ogg vorbis) while maintaining acceptable sound quality. Collections are a reimplementation of the old Regions concept. They provide a simple way to group related game resources and easily handle memory management for the developer.

Collections provide a solution for the problem of keeping relationships between resources and also for making it easier to remove an object or groups of related objects. When you load a group of related resources (such as a map) you can provide a Collection to keep this grouping information. When you are finished with a map and wish to unload it, you simply destroy the Collection. Unneeded objects are automatically removed and objects that are still in use somewhere else are kept. Collections also provide search functionality for improved lookup time vs searching in the engine lists.

Translations OpenAL
Translations OpenAL
A new translation plugin makes it easier to add internationalization support to your game or application. Also new in 1.4 is the OpenAL sound renderer plugin for 3D sound using the OpenAL library.
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