Version Documentation
Latest Release 0.2.2 <– All current guides, examples, and documentation.
Release Notes v0.2.2 (1/19/23)
- Additions and Changes:
- Scene files can now be saved to any directory inside of your project instead of the default LOVR save directory.
- Every Object in a scene now has a
selectionCollider
applied to it. This is a lovr box collider that is always locked to the pose of the parent node. This change doesn’t have much of a use yet but will come in handy when I begin working on the level editor, allowing users to highlight their mouse over objects to click and select them.
- PCF filtering for shadowmaps has been smoothed even further using this method by Nvidia. Here’s a comparison of the old and new method:
- There are some drawbacks with this method though, such as slight shadow grain, but this can be iterated on in future versions.
- Bug Fixes:
- Bodies had their global and local transform calculations set incorrectly in previous versions. This has been fully fixed to my knowledge, but may require further testing.
- When a parent Node has it’s transform updated, all child Nodes now also have their transforms updated. Though this is also done in the
Scene:update()
method, this new change ended up being necessary for dynamically transforming Objects.
Release Notes v0.2.1 (1/17/23)
- Particle objects have been added!
- Particle objects are rendered using a soft particle system by comparing depth buffers.
- Particle objects have a multitude of options, meaning their appearance can be highly customized.
- Changes to the Node Class:
visible
has been added as a property to all nodes, meaning they can be toggled on and off during rendering.
- Model objects now have
canCastShadows
as a property.
Release Notes v0.2.0 (1/12/23):
- Scene Graph system has been completely rewritten!
- Objects now have child and parent relationships.
- Models now include texturing modes for either tiling textures along the surface of a model or simply applying a UV map.
- Transform Class and system has been massively improved:
- Objects include a globalTransform and localTransform. localTransform is offset from the parent globalTransform.
- Objects now have methods for easily setting their Global and Local transform matrix, position, rotation (including looking at a target or toward a direction), or scale.
- Scene saving and loading is implemented!
- Scene Objects can now be saved to lua files with the aid of the serpent library.
- These scenes can be easily loaded from any filepath as well.
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Release Notes (12/22/22):
- Initial release of the engine!