LTE Game Engine 2.0- New Name, Improved Features

Posted Sep 6, 2006 at 9:45AM by QJ Staff Listed in: News Tags: Alexmae, Framerate, GPU, LTE Studios
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LTE Game EngineLTE Studios showed their support to budding and even seasoned homebrew developers when they took the wraps off a free, custom made 3D engine- the LTE 3D Engine. Now, they continue to show that support as they have recently updated this helpful app to version 2.0. Aside from that, the app now sports a different name, so let us all welcome the LTE Game Engine 2.0.

The first release was not free of some bugs and the recent version definitely provides a remedy to most of its known issues. To start using this app, you can refer to our earlier report as the process is still the same. It also wouldn't hurt if you read the provided readme file, and while you're at it, go ahead an also read the license file that comes with the download. The latest version has a lot of features and general speed improvements.

And on a more personal note, we would like to thank Alexmae for the tip. So with all that aptly mentioned, let's go over the changelog:
  • Changed name from LTE 3D Engine to LTE Game Engine
  • Added support for Mipmapped textures. Mipmapping gives an high speed improvement. By default all textures are mipmapped, you can disable this feature with driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
  • Clipping comes necessary when your meshes has big triangles, but for model and object meshes (like the character) this is not necessary. By default now clipping is not enabled by default: if you need the engine to clip your mesh type node->setMaterialFlag(video::EMF_CLIPPING, true);
  • Mesh triangle subdivision: Now it's possible to subidive the triangles of your meshes wich sides are greater than a value. You can do this using the Mesh Manipulator: SceneManager->getMeshManipulator()->subdivideTriangles(YourMesh, MaxSideSize)
  • Added support for rendering into textures. This feature is very common, and the engine now can do it. Look at the RenderToTexture example for further information.
  • Multitexturing is now supported. This feature is limited because it doesn't support multi texture coordinates, and it takes one more rendering pass (PSP GPU doesn't support one-pass multi texturing). Look at the SpecialFX example for further information.
  • Added Sphere mapping: this effect is now supported. To enable sphere mapping for your scene node type node->setMaterialType(video::EMT_SPHERE_MAP).
  • Added B3D Mesh support with full bone animator.
  • Added celshading effect for your IAnimatedMeshSceneNode. To enable this feature for your scene node simply do: node->addCelshadingSceneNode(). Look at the documentation for further information.
  • Added support for Dynamic Shadows. Look at the Dynamic Shadow example for further  information.
  • Added ATRAC3 Audio support. Note that you can set position, get position, get duration, only for mp3 audio files.
  • Now the File Browser sort the list pushing the folder on the top of the list.
  • The speed of the mouse cursor is proportional to the current frame rate, this allows to use the cursor also at lower framerate.
  • General speed improvement
  • A Lot of Bug fixes
  • Changed the intro logo screen and music effect
Download: [LTE Game Engine 2.0]
Link: [LTE 3D Engine Official Documentation]

Via LTEStudios

 
 
 

Comments

by - 2006-09-06 10:13:19
me col

alright man 1st
by - 2006-09-06 12:09:43
learn to write cool before posting

learn to write cool before posting learn to write cool before posting learn to write cool before posting but this is an nice hombrew for using 2.0 learn to write cool before posting learn to write cool before posting learn to write cool before posting
by - 2006-09-06 20:35:27
wow

i would think that people would care alot more about this.
by - 2006-09-06 22:26:23
just wondering

is psmonkey still working on this...? i know he was involved in the first version... but being hired by an "unnamed" company ... in his contract he was banned for the hombrew sene.

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