Blog

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The blog of the DigitalRune team.
By DigitalRune Team on Thursday, June 06, 2013

Decal Rendering

New in DigitalRune Graphics is decal rendering. (This feature and the demo will be available in the next update of the DigitalRune Engine.)

Static decals can be used to add variety to a scene: posters on walls, dirt on objects, puddles on the floor, etc.

Dynamic decals can be created based on certain events in the game: bullet holes at a point of impact, blood splatters, foot prints on the ground, etc.

By DigitalRune Team on Monday, May 06, 2013

The latest version of the DigitalRune Engine adds support for Windows Store (WinRT) and Windows Phone 8.

By DigitalRune Team on Wednesday, May 01, 2013

Here is summary of changes and new features in the latest release of the DigitalRune Engine.

EdgeFilterLineNodes

By DigitalRune Team on Wednesday, February 06, 2013

Here is summary of improvements in the latest release of DigitalRune Graphics.

Height-Fog

By DigitalRune Team on Thursday, January 10, 2013
First, thank you to all users who have provided feedback via our forum or directly via email!

This post highlights the changes in the current release. The most important change is the addition of particle rendering and lens flares.

Particle-Rendering

Sun-Lens-Flare

...
By DigitalRune Team on Thursday, January 03, 2013


The DigitalRune team wishes all of you a Happy and Successful New Year!

By popular request, we added a new forum post outlining our plans for the DigitalRune Engine:

DigitalRune Engine Roadmap

If you have any special wishes, questions or feature requests for this year, then head over to the forum and let us know.

The next release of the DigitalRune Engine is scheduled for next week and will add billboard rendering, particle rendering, and lens flares.

By DigitalRune Team on Thursday, November 29, 2012

Rendercode Games has released the new Xbox LIVE Indie game Racedrome City:

The latest chapter in the Racedrome saga raises the bar with improved handling, physics, and visuals. Enjoy high-speed urban racing against strong AI, or challenge up to 8 players online. Also included is local multiplayer, global scoreboards, rewind function, and more!

Here is the trailer:

Racedrome City uses DigitalRune Physics to simulate the vehicles. More specifically, …

By DigitalRune Team on Thursday, October 04, 2012

Car PhysicsA while ago we have blogged about our car physics implementation (see Car Physics for 3D Games). Today we release an alternative implementation:

A Constraint-Based Ray-Cast Car

By DigitalRune Team on Wednesday, September 12, 2012

Sponza-ModelWe originally considered to include the famous Sponza model (CRYTEK’s version) in the deferred lighting example. But this would have doubled the download size.

For those who want to play around with the model: Here is the FBX version with model description and material definition files for DigitalRune Graphics. The materials include diffuse, specular, normal and opacity maps. Opacity maps are stored in the alpha channel of the diffuse textures.

Download Sponza Model

By DigitalRune Team on Tuesday, May 01, 2012

This is a guest post by Kairat Aitpayev.

Augmented Reality (AR) technology allows adding virtual object to the real world using special markers. By merging it with Microsoft Kinect I have created new approach which allows users to use their own body as a collision object in the 3D world and interact with augmented objects.

Video

Here the presentation of the demo application which by itself is a part of bigger project related with online sport education:

(Full video of entire project: See https://vimeo.com/41136278)

The project was created in the MultiMedia Lab of Kazakh-British Technical University (Kazakhstan) in collaboration with University of Technology of Belfort-Montbeliard (France).

DigitalRune libraries are used to improve the interaction between the real and the virtual world.

Article Collection

A collection of the most useful blog articles can be found here:

Article Collection
(on Documentation page
)