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Woody3D 1.0.2 Release

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RSI

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Woody3D 1.0.2
I've fixed the mesh distortion bug. The problem was caused when rotating branch stacks (frames) to follow the branch spline. I was using a Fixed Up method that caused occasional twists and kinks in the branch mesh. I solved it by using the Parallel Transport Frame method described in Game Programming Gems 2.

The Way Forward
As the comments and questions continue to roll in on Woody3D I've been spending a lot of time thinking of ways to meet the demands of potential customers. Two requests rise above the rest. They are tool demos and source code.
I've created demo versions of the tools so everyone can play with the editors and get a feel for what is possible while experiencing the user interface first hand. The tool demos will be released with 1.0.3 in the Evaluation Kit hopefully later next week.
As for API source code... I guess it's a no-brainer. I'm currently working to get a source code version of the API to my customers which will also be released with 1.0.3. This will allow users to build the API into their applications on multiple platforms without being bothered with the binary libraries. I'm also deciding to release un-obfuscated shaders so users can modify them and maybe even make them better. Additionally I plan to create a C# version of the API and release it during the first quarter of next year.
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I think it would be a great idea to have a license similar to RakNet, allow users to use the sdk with no limits and when the game earns more than a certain amount in revenue then they would have to pay the license fee. I really want to try it out in my engine but I dont want to just pay 300 dollars up front especially since I am not on the stage where trees are important.

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I really enjoy following your blog. I was working on a tree generator not long ago, so I can identify with the problems you're having (e.g. I also implemented parallel transport for my branches). My project didn't receive quite as much polish as yours though, very impressive...

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Quote:
Original post by wildboar
I really want to try it out in my engine but I dont want to just pay 300 dollars up front especially since I am not on the stage where trees are important.
I would have to agree with this sentiment. It is very hard to put money up front for a product that I have no way of knowing if it will fill my particular needs.

Even expensive commercial products like SpeedTree offer evaluation licenses for their SDK, so that you can field test it in the context of your own application.

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Quote:
Original post by swiftcoder
Quote:
Original post by wildboar
I really want to try it out in my engine but I dont want to just pay 300 dollars up front especially since I am not on the stage where trees are important.
I would have to agree with this sentiment. It is very hard to put money up front for a product that I have no way of knowing if it will fill my particular needs.

Even expensive commercial products like SpeedTree offer evaluation licenses for their SDK, so that you can field test it in the context of your own application.


Thanks for your feedback wildboar and swiftcoder. I've released the next version of Woody3D (1.0.3). The new evaluation kit includes full documentation of the API and Tools. It also includes tool demos. http://woody3d.com/downloads/

I've been considering releasing a feature limited API with the Evaluation Kit. It would allow the user to load sample tree models into their applications.

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