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It’s the last day of 2010s, and it’s time to release KlayGE 4.16! In this release, many low-level changes are put in to build a solid foundation for the future. During this development cycle, many users provide great suggestions and bug reports. Thanks again for all your helps.
The highlighted features of KlayGE 4.16 are:
Improvements in engine
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Enable to render to multiple viewports in one pass. It’s a solid step for efficient high-quality VR/AR rendering.
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A more convenient way to dynamically switch material.
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Struct support in fxml for building more complicated effects.
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Integrate motion blur effect into deferred rendering framework.
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Support occlusion map in deferred rendering framework.
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New skin rendering algorithm, the performance is 5x of the original one.
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A new memory allocator increases the performane of D3D12 plugin for 5%. It can be further improved in the future.
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Add a com_ptr to improve the efficiency of referencing COM objects, and reduce the binary sizes.
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Use cppwinrt instead of WRL.
Improvements in engineering
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Most 3rd party libraries are synced from their original git repository, and patching them before building.
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GCC9 support.
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Introduce in C++20 features.
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Introduce GSL in
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Better cross-compiling support.
Others
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Bug fixes.
KlayGE 4.16 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 4.16 here.
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