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New physics engine
The hardware accelerated PhysX engine has replaced the old ODE physics engine. The PhysX engine works faster and is more accurate.
#include <default.c> #include <ackphysx.h>
BMAP* pointer_tga = "pointer.tga";
STRING* sphere_mdl = "sphere.mdl";
function main() { physX_open(); level_load(""); // load an empty level vec_set(camera.x,vector(-100,0,30)); pXent_settype (NULL,PH_STATIC,PH_PLANE); // create a static plane at groundlevel zero
ENTITY* ball = ent_create(sphere_mdl, vector(0,0,100), NULL); pXent_settype (ball,PH_RIGID,PH_SPHERE ); // create a ball pXent_setelasticity(ball,50); pXent_addvelcentral(ball,vector(0,-10,0)); // make it jump and roll sidewards
while(1) { pX_pick(); // pick and move the ball with the cursor wait(1); } }
function mouse_startup() { mouse_mode = 2; mouse_map = pointer_tga; while (1) { vec_set(mouse_pos, mouse_cursor); wait(1); } }
Accelerated stencil shadows for A8 Commercial
Accelerated stencil shadows are now also available in the A8 Commercial Edition, being used for stencil shadows and rendering up to 300% faster than the old, software-based stencil shadows. Software-based stencil shadows are still implemented in the Free and Extra Editions of the engine.
New, 4 and 6 sided sprite types
If a sprite's file name ends with "_x2" or "_x3", the engine uses 2 or 3 crossed planes to render it, making the sprites look much richer without sacrificing the rendering speed. It's a very useful feature if you want to create levels that include complex vegetation.
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