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Happy new years everyone! A new version of KlayGE is here. Today, I’m glad to announce that KlayGE 4.12 is released. During this development cycle, many users provide great suggestions and bug reports via github and the forum. Thanks again for all your helps. Since I’m a little busy on work in the last half year, my spare time can be used on KlayGE is lesser then before. Apologies if there is any problem in this release.
The highlight features of KlayGE 4.12 are:

Improvements in engine

  • Cluster shading to replace tile-based shading.
  • Shader graph framework. Modify a shader by replacing nodes.
  • Native LOD support. No need to implement in higher level.
  • Useable D3D12 plugin. The performance is close to other render plugins.
  • Use Texture/Buffer storage in OpenGL and OpenGLES for better performance.
  • Add a XAudio plugin.
  • Supports OpenGL 4.6.
  • Use null subsystems for reducing code duplication.
  • A new motion blur implementation.
  • A texture format converter that converts many image formats to dds.

Improvements in engineering

  • Remove the supports of 32bit OS: Windows/Linux/macOS x86, Android armv7a
  • Switch to Google test
  • Turn on C++17 in VS2017
  • Windows ARM64 support

Others

  • Multiple bugs fixed and performance optimization.
KlayGE 4.12 is still in dual licensing: A open source license GPL and a proprietary one KlayGE Proprietary License (KPL). Details in Licensing.

 

You can download KlayGE 4.12 here.