Development news: Many shadow maps improvements, castle fountain, more
First of all, my paper Shadow maps and projective texturing in X3D got accepted for the Web3D 2010 Conference. Wee, I'm going to Los Angeles :) This paper presents our new shadow mapping extensions, with many improvements over the old ones previously implemented in our engine. You can read the paper online, you can also read the new shadow mapping extensions documentation.
The improvements already implemented are:
Apperance.receiveShadowsfield for nice and comfortable shadows usage. This very simple extension is what I hope to be ultimately used in 90% of the simple cases when you "just want shadows".
receiveShadowsfield. Look at the new View -> Shadow Maps -> ... menu items.
ProjectedTextureCoordinatenode, that replaces deprecated now
TextureCoordinateGenerator.mode = "PROJECTION".
For now, you can test these features by using
view3dscene from our nightly builds.
You may also be interested in our shadow maps testing scene "sunny_street", you can checkout it from SVN url http://svn.code.sf.net/p/castle-engine/code/trunk/vrml_engine_doc/shadow_maps_x3d/sunny_street/.
Other features implemented:
examples/vrml/terrain/in sources) can export the terrain to X3D (
In unrelated news, the quest to release castle 1.0.0 is ongoing (even if terribly delayed). Remember, I wanted to add some eye-candy to "Fountain" level for this? Well, part of the job is done, see the screenshot on the right for a nice water pouring from the fountain.
Copyright Michalis Kamburelis and Castle Game Engine Contributors.
This webpage is also open-source and we welcome pull requests to improve it.