The latest version of the DigitalRune Engine adds support for Windows Store (WinRT) and Windows Phone 8.
Here is summary of changes and new features in the latest release of the DigitalRune Engine.
Here is summary of improvements in the latest release of DigitalRune Graphics.
We 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
While we discussed the GUI rendering process in the last article, we left out any details about the default UI renderer. if you plan to create custom controls, you will want to extend the standard renderer, and this blog post will hopefully provide the missing explanations.
In the last article about the DigitalRune Game UI we examined how the size and position of a GUI control is determined. Yet we have not discussed where and how the controls are drawn to the screen. This the topic of this article. – This will be another rather dry article, but we are trying to get a lot of information and knowledge across for those who want to extend or learn from our DigitalRune Game UI library. So let’s jump right in…
A big hello to all readers,
here is a brief status update to let you know where our current development focus lies.
A minor update including small bugfixes and improved samples will arrive next week.
We are also working on a Windows Phone 7 dice app. The D20 dice app will hit the Windows Phone 7 market place in the next weeks. The source code will be released as a free premium download for all existing DigitalRune Physics users.
Still under development. Currently, the development has sparked two new byproducts: The DigitalRune Game UI library and the DigitalRune Animation library.
Besides DigitalRune Physics we have been working on DigitalRune Graphics for several month now. I thought it would be nice to use a few graphics effects of DigitalRune Graphics to make our physics demos more interesting. – And here is the result: A short video testing screen space ambient occlusion, an atmospheric scattering skydome and god rays in a simple XNA physics demo. (Implementation details follow after the video.)
A collection of the most useful blog articles can be found here:
(on Documentation page)
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