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Turbo Game Engine Beta Updated

Josh

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An update is available for the new Turbo Game Engine beta.

  • Fixed compiling errors with latest Visual Studio version
  • Fixed compatibility problems with AMD hardware
  • Process is now DPI-aware
  • Added high-resolution depth buffer (additional parameter on CreateContext()).

Subscribers can download the new version here.

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Hello guys!

 

I tried to find the information on forums, but I couldn't, so I have to ask here. Will Leadworks license works on Turbo game engine? Or that is gonna be a separate engine, with separate license? 

 

Thank you for answer.

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7 hours ago, Chrissos said:

Will Leadworks license works on Turbo game engine? Or that is gonna be a separate engine, with separate license?

You will need to purchase it separately.  I believe there was talk of a possible discount for Leadwerks owners.

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  • Blog Entries

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      auto camera1 = CreateCamera(world); camera1->SetRange(0.1,1000); camera1->SetClearMode(CLEAR_DEPTH); camera1->SetOrder(1); auto camera2 = CreateCamera(world); camera2->SetRange(1000,10000); camera2->SetClearMode(CLEAR_DEPTH); camera2->SetOrder(2); auto camera3 = CreateCamera(world); camera3->SetRange(10000,100000000); camera3->SetClearMode(CLEAR_COLOR | CLEAR_DEPTH); camera3->SetOrder(3); Using this technique I was able to render the Earth, sun, and moon to-scale. The three objects are actually sized correctly, at the correct distance. You can see that from Earth orbit the sun and moon appear roughly the same size. The sun is much bigger, but also much further away, so this is exactly what we would expect.

      You can also use these features to render several cameras in one pass to show different views. For example, we can create a rear-view mirror easily with a second camera:
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      Want to render some 3D HUD elements on top of your scene? This can be done with an orthographic camera:
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      I spent a whole week for learning UE4 with cpp, yep, UE4 is a great engine for sure, but I found out that my mind could not understand the way UE4 works easily. It is too complex and made me tired. Then I returned to my Leadwerks project and felt so familiar. Soooo... sweet, everything is simple as it is
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      Still a lot of things left to do. Now that I have very large-scale rendering working, people want to fill it up with very big terrains. A special system will be required to handle this, which adds another layer to the terrain system. Also, I want to resume work on the voxel GI system, as I feel these results are much better than the performance penalty of ray-tracing. There are a few odds and ends like AI navigation and cascaded shadow maps to finish up.
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