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Coppercube 5 latest
Coppercube 5 latest






coppercube 5 latest
  1. #COPPERCUBE 5 LATEST MAC OS#
  2. #COPPERCUBE 5 LATEST .EXE#
  3. #COPPERCUBE 5 LATEST INSTALL#

  • The engine now uses less memory when run on Windows / Mac OS.
  • #COPPERCUBE 5 LATEST .EXE#

    exe Apps no longer store their variables in the "CopperCubeApp" folder in the registry, but in a folder named after the application name. The editor now uses some bigger default window sizes when run on bigger screens.Also, this will reduce the 'stuttering' which some people noticed on faster Android devices. The default Android update mode is now 'every frame' instead of 'when scene changed', resulting in a more smooth gameplay.Other, smaller new features and bug fixes: You can also save textures directly in the editor by right-clicking the texture and choosing "save as.". This is for example useful when using the built-in 3d model texture packer, and you want to export the model or texture. You can now save textures to disk using the new scripting function ccbSaveTexture().C++ code (windows.exe / mac os x): Floating point render to texture formats are now supported.

    #COPPERCUBE 5 LATEST INSTALL#

    The editor will now detect missing installed DirectX runtimes and provide a download link to install them.Additionally, CopperCube is now also compatible with Android Studio.

    coppercube 5 latest

    Background: Google moved the zipalign tool location in newer SDKs to another location. If you are using a newer Android SDK, your CopperCube generated Android game can be uploaded again directly to the store without the need to manually zip-align it.Simplified uploading games to Android Play Store: This makes it possible to split your game up easily into multiple files. There is now a scripting function named 'ccbSwitchToCCBFile()', which when invoked will wipe the memory and load/start that new file. If your game uses a lot of data like textures / sounds / scenes etc, CopperCube now makes it easy to do this as well: You can now dynamically load levels and scenes at runtime.(You can also add other light sources of course, but they won't cast shadows)īig game support and dynamic level loading: Only one, namely a directional light source is supported for shadow casting. exe target with Direct3D and for the WebGL target. Limitations: This works only for Windows.There is a new tutorial showing how all this works. There are also a few parameters which can influence the look of this.It is possible to select manually which object should cast shadows and which should not.The technique used is pretty fast and also works nicely in WebGL on websites: You can have both static lighting (light maps), dynamic lighting (shadow maps) and no lighting (white) for objects in the same scene.This works nicely for outdoor scenes: Put a directional light into your scene and activate the "realtime shadows" checkbox of the root scene object.CopperCube can now draw dynamic shadows, by using shadow maps.Note: While Finder will indicate that the app is at version 5.3, the developer refers to this version as 5.7.








    Coppercube 5 latest