Click or drag to resize
DigitalRuneRelease 2015-09-28
Release notes

Terrain rendering

DigitalRune Graphics now includes support for large-scale, tile-based terrains using height fields. The terrain system is designed to cover anything from small game worlds up to large terrain databases.

Terrain sample consisting of 2 x 2 tiles with 1024 m x 1024 m each
Figure 1: Terrain sample consisting of 2 x 2 tiles with 1024 m x 1024 m each

Features:

  • Continuous level of detail (no mesh preprocessing, no hardware tessellation required)
  • Materials using diffuse maps, specular maps, normal maps, height maps
  • Customizable effects (including parallax occlusion mapping)
  • Flexible material blending (blend maps, height-based, slope-based, etc.) using any number of layers
  • Collision detection
  • Decal rendering
  • Roads
  • Procedural terrains
  • Holes
Blood decal on terrain
Figure 2: Blood decal on terrain
Road carved into terrain
Figure 3: Road carved into terrain

For more details, check out the new terrain samples and the Terrain chapter.

Windows 10: Universal Windows Platform

This release adds builds and samples for the Universal Windows Platform (UWP).

Unity game engine

The license requirements for the Unity game engine have been relaxed: Previously, a DigitalRune Engine Professional license was required to use the DigitalRune libraries in Unity. From now on Indie and Professional licenses work with Unity. (If you own a DigitalRune Indie license: You can use your existing DigitalRune license key in the Unity project.)

Importing DRMDL files

When importing a model for use in the DigitalRune Engine, two files are required: The model (e.g. the FBX file) and the model description (the DRMDL file). The model description is an XML file that contains preprocessing settings and references the material to be used.

To import the model, the FBX file needs to be added to an XNA or MonoGame content project. Due to certain limitations in the XNA content pipeline it was not possible to add the .drmdl file directly to the content project. This has been solved in the new release: Instead of adding the FBX file to the content project, it is now possible to directly add the DRMDL file to the content project.

This seemingly minor change solves a long standing problem with the XNA content pipeline: To import a model multiple times, the model had to be duplicated on disk. Now, multiple DRMDL files can reference the same model. The model can be imported/processed multiple times with different settings.

Change log

General

  • NEW: Builds for Window 10 - Universal Windows Platform (UWP).
  • NEW: Microsoft.Practices.ServiceLocation.dll updated from version 1.2 to 1.3.
  • NEW: DigitalRune libraries built for Unity game engine can now be used with Indie licenses. (Previously a Professional license was required.)

DigitalRune Base 1.18

DigitalRune Mathematics 1.13.1

  • CHANGE: Minor performance improvements.

DigitalRune Geometry 1.18

DigitalRune Particles 1.4.1

  • FIX: Particle systems with reference frame World should not be scaled when the particle system node has a scale.

DigitalRune Graphics 1.0

DigitalRune Game 1.3

DigitalRune Game UI 1.6.1

  • FIX: Auto-generated key map contained wrong characters for Portuguese (and maybe other) keyboard layouts.

Samples

  • NEW: Windows 10 samples.
  • NEW: Terrain samples (see graphics samples).
  • NEW: CustomCommandSample added (see Game UI samples.
  • NEW: Added more properties to FogObject: ApplyFogToSky, AttachToCamera
  • NEW: Added fog properties to DynamicSkyObject.
  • CHANGE: When a model is used multiple times, the DRMDL files are added to the content project instead of the FBX file. The DRMDL files reference the same FBX file, which reduces the required disk space.
  • CHANGE: Changed slider ranges in FogObject GUI.
  • CHANGE: Removed use of obsolete property HeightFieldArray.
  • FIX: Minor fixes in parallax occlusion mapping sample. Light direction tangent was not normalized. Mip level checks must use < instead of <=

MonoGame

  • CHANGE: Retarget MonoGame Windows 8 project from Windows 8.0 to Windows 8.1.
  • FIX: VertexStride was not set in VertexContent if a model contains only a position vertex channel.
  • FIX: Mesh tangent space was not computed correctly.