转载请注明出处为KlayGE游戏引擎,本文的永久链接为http://www.klayge.org/?p=1763
With the effort of the whole team, KlayGE 4.0.0 released today! As a major update, KlayGE is starting to evolute from a bunch of independent feature sets to a Deferred Rendering based system. And a new platform Android is supported, too. The main updates are:
- Deferred Rendering layer is integrated into Core
- Global illumination speed-up much
- Support Android (Assisted by Rui Wang)
- Support real-time caustics (by Parsifal Wang)
- Skinning by dual quaternion (by Honyeung Lau, Xiaoyang Zhu)
- Add resource loading framework (Designed by Peng Guo)
- Improved SSVO (by Ye Wu)
- Skinning data compression
- Use Phong Tessellation instead of PN-Triangles
- Support render-to-texture-array
- Support parallax occlusion mapping
You can download KlayGE 4.0.0 here.
Meanwhile, starting from 4.0, KlayGE is switched to dual license: A open source license GPL and a proprietary one KlayGE Proprietary License (KPL). Details in Licensing.
Comments