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Member Since 07 Jul 2004
Offline Last Active Aug 21 2013 04:20 AM

Topics I've Started

Game editor CopperCube 4.2 released

21 August 2013 - 01:21 AM

The game editor CopperCube has just been released in version 4.2. New features include normal map support on all targets (WebGL, Flash, Windows, Android and Mac OS X), direct import of Blender .blend files, up to 600% improved performance when importing .3ds, .lwo, .dae, .ase, .ply, .dxf, .cob or .scn files,  the third beta version of "CopperCube for Game Developers" - the new unified scripting interface,  new extensions and plugins, and much, much more.




You can get a 14 day free trial from the CopperCube website.


CopperCube for Game Developers Beta released

31 May 2013 - 12:38 AM

"CopperCube for Game Developers" has just been released as beta version, a feature complete preview of the 3D game editor which now includes support for scripting across all publishing targets.


The editor focuses on a user friendly interface which makes it possible create 3D apps and games without programming, but since this version, CopperCube can now also seriously be used by programmers, game developers and people with scripting skills:



The new beta features are:

  • Unified scripting interface. All publishing targets (Windows .exe, Mac OS X .app, WebGL app, Flash .swf and Android app) can now can be scripted using JavaScript with the same API. This means all code written for extending 3D apps will now work on all other targets.
  • CopperCube now supports creating own actions and behaviors. Sharing and downloading new behaviors and actions from the internet is also possible now. These new behaviors are called 'scripted' behaviors and actions, are written in JavaScript, and work on all publishing targets. Apart from a small performance penalty, these actions and behaviors work just like the already built-in ones.

Looking forward to feedback smile.png

The demo can be tried for 14 days for free, get it from the CopperCube website.

Smarter Game AI in CopperCube 4.0.3

14 March 2013 - 04:13 AM

We just released the game editor CopperCube in version 4.0.3, and besides other improvements, it also includes a much smarter Game AI now.


Screenshot of the new AI in action: 




Yes, a screenshot won't show much here, but there is also a blog post which includes a WebGL demo showing the new features and explaining the details a bit: http://www.irrlicht3d.org/pivot/entry.php?id=1360


Any Feedback welcome :)


CopperCube 4 - with Particle Systems and Android apps

25 January 2013 - 06:20 AM

We just released CopperCube in version 4, the editor for creating 3D games and apps. It now includes the possibility to also generate Android apps, and has Particle System support.





It is basically a editor for easily clicking together 3D games without programming. But it is also possible to extend it with own JavaScript and Actionscript 3 code. If you know Irrlicht, it can be also used as editor for that (it's based on irrEdit)

It currently can create Windows .exe, Mac OS X .app, Flash .swf and WebGL .html apps, and with the just released version it also now creates Androids .apks.

Its website is here: http://www.ambiera.com/coppercube/index.html. Any feedback welcome!


D3D Matrix - ODE position and rotation

15 November 2004 - 01:03 AM

My problem can be written down quite general, but I'm having this problem with a special case. So I write it down just like it is, maybe it looks a little more interesting in this way. The problem is that I've got a D3D 4x4 Matrix with rotation, translation and maybe also scale in it, And I would like to create a rigid body with the physics engine ODE at the location described by this matrix. (Trying to create a rigid body based on the last animated position of a joint in a skeletal animated mesh). The only methods for specifying the location and position of a rigid body in ODE are dBodySetPosition( /* a vector describing translation here */); and dBodySetQuaternion( /* a quaternion describing rotation here */); or dBodySetRotation( /* a 3x3 Matrix describing rotation here */); Extracting the three values for translation from the mD3D atrix and setting them when calling dBodySetPosition works. My problem is now the rotation. I tried to extract the 3x3 matrix from the first 3x3 fields of the D3D matrix and set them, but this doesn't look right, even when transposed before. Creating a d3d quaternion from the matrix and setting this failed too, the rotation simply is wrong. I've searched the web for a solution for this, but all convertions were the other way round, getting a D3D matrix from an ODE matrix and similar. So I would be glad for any help or ideas.