CRYEngine 3 SDK Free Now!!


For Crysis and Crytek technology lovers here’s an exciting news, Crytek has officially announced a free SDK to all the MODs. In August 2011, Mr. Cevat Yerli, CEO, Crytek GmbH, has announced about releasing the SDK to everyone with a personalized license. For more info about this release visit Crymod.

CRYEngine 3 has the most advanced game creation environment till date. Here is the demonstration video for PC, XBOX and PS3. Get this environment ASAP to get your hands dirty!!

 

Unlike CRYEngine 2 (2007), CRYEngine 3 now has its cookbook by Packt Publishers. It is full of recipes for both junior and senior developers, covers everything from creating photo realistic architectural visualizations to implementing advanced physics such as ragdoll and tornado effects. Topics covered include the sandbox, level layout, environment creation, AI, character creation, creating vehicles, and game logic.

Above all the book has been authored by the Tracy’s. Dan Tracy is the Technical Level Designer and Sean Tracy is Technical artist at Crytek. Both are responsible for optimizing and giving totally a new look to the CRYEngine (Originally Designed and Developed by Yerli Brothers)

Here’s brief info about the SDK:

Important Installer Info

  • 64-bit operating system required to run the Sandbox Editor.
  • The installer automatically uninstalls the version 1.0 if installed and updates to v1.1.
  • You do not need to uninstall Mod SDK v1.0 before installing the new version.

Changelog v1.1

  • Added FMOD Designer to Mod SDK.
  • Added editor.cfg being installed into Crysis 2 root folder to enable useful default settings for custom animations.
  • Fixed a bug with CryMaxTools in 3DS Max not being functional.
  • Fixed a bug with not working automatic installation of LoadCryMaxTools.ms into respective 3DS Max installation.
  • Fixed registry warning when starting Sandbox 3 Editor on Vista/Win7 machines.
  • Fixed installation error “Error: Could not access network location $MOBU11_64_PATH$” on 32-bit operating systems”.
  • Fixed 32-bit CryTIFF plugin being installed into Photoshop 64-bit version.
  • Fixed .bat file for CryMaxTools not installing plugins and tools for all 3DS Max versions properly.
  • Fixed a bug with 64-bit 3DS Max plugins getting installed into 32-bit 3DS Max if both are the same release version.
  • Fixed a bug with the 3DS Max Exporter not working properly with exporting animations.
  • Fixed a bug with the 3DS Max 9 installation to only include plugins from now on as CryMaxTools are not supported for this version.
  • Fixed a bug where some installed 3DS Max versions did not show up for automatic plugin installation.
  • Removed automatic 64-bit 3DS Max plugin and tools installation (requires manual installation).
  • Removed Motion Builder as it is no longer supported.
  • Sandbox (64bit) is a mandatory installation.
  • Significantly reduced size of the installer.

[via]

Irrlicht.NET is here!


There is a new Irrlicht.NET wrapper available. It makes it possible to use Irrlicht from any .NET language like C# or VisualBasic.NET. It is implemented in C# and supports Irrlicht 1.7.2.

//Sample Code
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Irrlicht.Net;
using Irrlicht.Net.Core;
using Irrlicht.Net.GUI;
using Irrlicht.Net.IO;
using Irrlicht.Net.Scene;
using Irrlicht.Net.Video;

namespace Tutorial1
{
    class Program
    {
        static void Main(string[] args)
        {
            Device device = new Device(DriverTypes.OpenGL, new Dimension2D(640, 480), false);
            VideoDriver driver = device.VideoDriver;
            SceneManager scene = device.SceneManager;
            GUIEnvironment gui = device.GUIEnvironment;

            device.WindowCaption = "Tutorial 1 - Hello World!";

            StaticText text = gui.AddStaticText("Hello World!", new Rectangle(10, 10, 250, 22), true);

            AnimatedMesh mesh = scene.GetMesh("faerie.md2");
            AnimatedMeshSceneNode node = scene.AddAnimatedMeshSceneNode(mesh);
            node.SetMaterialFlag(MaterialFlags.Lightning, false);
            node.SetMaterialTexture(0, driver.GetTexture("faerie2.bmp"));
            node.Animation = AnimationTypes.Stand;

            scene.AddCameraSceneNodeFPS();

            while(device.Run())
            {
                driver.BeginScene(true, true, new Color(255, 100, 101, 140));
                scene.DrawAll();
                gui.DrawAll();
                driver.EndScene();
            }
            device.Dispose();
        }
    }
}

Irrlicht Sourcefourge

[via]

Flash Player 11 Incubator preview release


New features available in the current Incubator build include:

  • “Molehill” 3D APIs for Flash Player and AIR — “Molehill” is the code name for a new set of low-level, GPU-accelerated 3D APIs that will enable advanced 3D experiences across screens through the Adobe® Flash® Platform runtimes. These new low-level APIs will provide advanced 3D and 3D engine developers the flexibility to leverage GPU hardware acceleration for significant performance gains. Today, Adobe Flash Player 10.1, renders thousands of non z-buffered triangles at approximately 30 Hz. With the new 3D APIs, developers can expect hundreds of thousands of z-buffered triangles to be rendered at HD resolution in full screen at around 60 Hz. Using the new 3D APIs in Flash Player and AIR will make it possible to deliver sophisticated 3D experiences across almost every computer and device connected to the Internet. The 3D capabilities enabled by the new APIs will also be available to the broader developer community through popular ActionScript® 3D frameworks, such as Alternativa3D, Away3d, CopperCube, Flare3D, Minko, Sophie3D or Yogurt3D.
  • Cubic Bezier Curves — Using the cubicCurveTo drawing API, developers can easily create cubic Beziers without requiring custom ActionScript code.

Find more…[via]

PhiloGL : A WebGL Framework


Features
  • Idiomatic JavaScript
    PhiloGL is built on JavaScript good practices and idioms, providing an expressive and powerful API
  • Focused on Performance
    PhiloGL tries to be as close to the gl calls as possible, providing a clear yet tight abstraction to WebGL
  • All the Modules you need
    PhiloGL modules cover from Program and Shader management to XHR, JSONP, Effects, Web Workers and much more.
  • Library Agnostic
    All modules lie under the unique global PhiloGL
  • Open Source
    Licensed under the MIT License
Learn by Example
All lessons from Learning WebGL have been ported into the PhiloGL Framework. This is a great starting point for people wanting to learn PhiloGL and/or WebGL as well.

Additional Links: Learn WebGL by examples..
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OpenCL Studio 1.13 – Giest Software Labs Inc.


Giest Software Labs Inc. brings a new development environment for OpenCL known OpenCL Studio. OpenCL Studio combines OpenCL and OpenGL into a single integrated development environment that allows you to visualize OpenCL computation using 3D rendering techniques. Allows you to Develop OpenCL programs in real time using integrated source code editors, compilers and profilers, Analyze work progress using predefined visualization capabilities based on OpenGL interoperability, Build sophisticated prototyping environments using the Lua scripting language and a toolbox of user interface widgets.

Key Features of OpenCL Studio
  • Tight integration of OpenCL and OpenGL into a single integrated development environment for high performance computing.
  • Feature-rich source code editors and Lua scripting capabilities for the rapid development of kernels, shaders and control logic.
  • Toolbox of predefined 3D rendering constructs and 2D user interface widgets for complex visualization tasks and interactivity.
  • Flexible plug-in architecture to import proprietary data and integrate with existing processing pipelines.
  • Growing library of parallel algorithms for common parallel processing and visualization tasks.
  • Cross-platform runtime engine.

Watch OpenCL Studio in Action