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ToDo/Bugs/Requests
Total tickets: 271 Open tickets: 125 Not assigned: 130 Online
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Lightfeather is an open source 3D Engine for Mac, Windows and Linux. Notable features include: * Support for GLSL and Cg shaders * Support for HDR rendering * Support for MRT (multiple render targets) * Various culling methods: Portals, Octtrees, Occlusion culling, PVS * Skeletal and Morphing Animation * Exporter for Blender to lfm format * Converter for some modelformats to lfm format * Simple but powerful Post-Processing Framework * Paging terrain with splatting * Built-in GUI * Some tools like Scene-Editor, Particlesystem-editor, Terrain-editor, GUI-designer * 20 tutorials with code to get new users up to speed quickly To download Lightfeather click here (opens in new window) If you need help or have general questions, you can either use the forums or visit us on IRC : #lightfeather on irc.freenode.net. If you need a certain feature which is currently not implemented or find a bug, please use the ToDo/Bugs/Request link in the main menu. We are always open to suggestions and will usually implement needed features pretty quickly. Please note that the screenshots displayed on this site are mostly programmers art and proof-of-concept screenshots and in no way represent the graphical abilities of the engine. If you create some nice screenies, send them to us or add your project to the "Projects using LF" section in the wiki and add a screenshot or two there.
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Release of Version 0.9.6
As you can see from the version number, we found some last minute bugs in the version that was initially to be released as 0.9.5 two weeks ago. When reading the release notes, you might wonder about the relatively short list of changes. At this point Lightfeather is 5 years in the making, so it is a very mature project. The changes become smaller and the small changes just do not get listed here. For a full list of changes see the Changelog. We will now concentrate on bugfixes instead of new features and in 3-6 Months, we will release Lightfeather 1.0. That does not mean that development is finished (far from it, when you look at the feature request list) but at some point in time, you just have to make this step. And after 5 years, Lightfeather is stable enough to finally leave the beta status. That said, there are two notes here for windows developers using Lightfeather: Feathered is not included in the binary because some of the plugins had trouble. To users of codeblocks/gcc : due to a problem handling long command lines, you should, after running buildsys and opening the workspace, go to Properties->Build Targets on the Lightfeather project and change the Object output dir to something very short like r for release, d for debug and so on. And while youre at it go to Build options ->search directories -> Linker and change the order of the first two directories listed here - that will make the (by now) good old "CG thunk null error" go awqay when linking the library. And last but not least the release notes for version 0.9.6: - Enhancements to buildsys making using LF from other apps easier - Bug fixes for buildsys - Many enhancements to the materialeditor - Updated version of assimp used in modelconverter - Support for animations through assimp in modelconverter - Split functionality of modeltool and modelconverter into libraries so they can be used in other apps as well - Lots of enhancements to feathered - New bitmap font creator tool and much better support for bitmap fonts - Skeletal animations have been reworked, animation blending now works correctly - Lots of updates to the GUI - New particlesystem-affectors - And as always lots and lots of other enhancements and fixes Read README.TXT for how to build Lightfeather on windows and Linux, and Readme.mac for MacOSX. As always you can also download the files from sourceforge at http://sourceforge.net/projects/lightfeather/files/lightfeather/V0.9.6/
Version 0.9.0 has been released
Release notes for Lightfeather V0.9.0 Changes in this version: - SceneManager has been renamed to Scene which is more appropriate - CRenderLayer has been renamed to CRenderLayer3D - Many enhancements for the GUI - Small enhancements to the modelviewer - Added support for shared contexts - Update of all Tutorials - thanks to kornerr - New tool added: Materialeditor - The ngplant factory has been moved into the resourcemanager. No extra instantiation needed anymore - Fixes and enhancements for MacOsX support - Added support for QT renderwindows - The particlesystem-editor ped has been rewritten - Feathered the sceneeditor is now included in the LF-distribution - Resourcemanagement and loading has been split up. CResourcemanager handles all resources, CLFPersistence handles loading - Added basic cloth simulation - Many enhancements to ped - Updates to lte the terrain editor - Some parts of LF have been made optional in compilation - And as always lots and lots of other enhancements and fixes General: Read README.TXT for how to build Lightfeather on windows and Linux, and Readme.mac for MacOSX. See Changelog for the whole list of changes since 0.8.5. As always the files are also available for download through sourceforge: http://sourceforge.net/projects/lightfeather/files/
API Change
The loading/saving of data is now handled through CLFPersistence instead of CResourceManager. This should not cause many problems with existing programs. Oh and by the way, yes we are still alive :) We still have some things on the todo-list for the next release so it will probably come in about a month or so. |
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Latest Forum Posts
Matthias on 18 Feb : 13:51Ok, i tried it with test003 (geomipmap) and it wor[more ...] Matthias on 18 Feb : 13:45Yes its all 0s, thats ok for now (to me at least).[more ...] Matthias on 18 Feb : 13:44Those are related to the buildsys .build file i th[more ...] Matthias on 18 Feb : 13:42Hi. this is a new error in gcc 4.6 it seems. It di[more ...] darenw on 17 Feb : 10:02Just wondering - is the version number supposed to[more ...] |
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