With the core of C3D now in place we started tending to the 2D visuals in particular this past month. As well as migrating our 3D system to our new and improved LLVM Compiler Infrastructure! This means now C3D is building projects around 300% faster and is becoming very powerful rather quickly.
NEW TOOL - Atlas Mapper
The atlas system allows you to really optimize your interface. While you can use SetTexture to assign individual textures to your objects it can start to drain memory as you are loading lots of different files. With the atlas system you only need to open one texture which means less GPU draws, which means higher fps. After creating your object and loaded your Atlas UI texture (a texture with all your UI elements in one image. Also known as a Parts texture) you can call SetAtlas. This function will search through the image until it finds the coordinates you have set and then display that part of the texture onto your object. You can use the ATLAS MAPPER tool to generate the coordinates for you, or you can enter them manually. Bare in mind these are UV coordinates so they range from 0 to 1, not by pixels.
NEW TOOL - Function Library
As an addition to the already wide variety of speed tools available, the Function Library Tool allows you to Save your own functions that you've created in any of your projects and Insert them into any other project. While this doesn't seem immediately useful, it does mean that any complicated systems that you design which could be used in a number of projects is already there and available to access whenever you need it!
UPDATED - 3D Migrated to new Compiler Structure
Aside from Interface 3D mesh loading is now operational in our updated compiler with PBR rendering just around the corner! Abusing the power of Vulkan combined with it’s predecessor OpenGL 4.5, the rendering system is extremely fast and we expect great things coming out of C3D over the next few weeks! It won't be long until we are back to the amazing rendering by our old compiler!
(Full Function List)
OpenConsole, ReleaseConsole: With the output console now fully integrated into DisturbingIDE there is no need for these functions anymore, you can now just write directly to the console without having to worry about opening and closing it!
- Fixed random File Opening Crash Bug
- Fixed project template loading Error
- Fixed bug where certain keywords weren’t being detected by Auto-Complete system
- Fixed memory leak problems with sprites
- Interface - With a proper interface texturing system in place, we’ll now be switching to finalising all the interface commands along with setting up all trigger commands so you’ll actually be able to use them!
- Rendering - With mesh loading now being on the new system, it's time to start making C3D pretty again, starting with PBR support. The shader systems are already in place, now we need to link them together!
Caffeinated 3D SDK - While the C3D syntax is designed to be easy for someone just starting out, for the more seasoned developers it’ll probably annoy you endlessly. So C3D SDK is in development. This will allow you to import C3D as a dynamic or static library into your C#/C++ project and be able to access all the functions in your favorite language! So if you’re building your own Game Engine and don’t want to set up all your rendering systems, with Frame Buffers, Materials, Shaders etc. The C3D SDK will do all that for you!