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Esenthel Game Engine - A Big Update now Available

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A big update has become available for the Esenthel Game Engine! smile.png


Please read the full release notes here: http://www.esenthel.com/community/showthread.php?tid=8023


And for some highlights:



Rendering Pixel Density

Recently there is a trend for manufacturers to produce devices (laptops, tablets, phones, etc.) with insanely high resolution screens.

For example:
Asus Zenbook NX500 laptop - 15.6 inch, 3840 x 2160
Samsung Galaxy Note 4 - 5.7 inch, 2560 x 1440


While this may be good for 2D sharp text rendering, it may not be good for 3D rendering, as the more pixels you need to process, the slower your game will be.

That's why I've decided to redesign the old super sampling option, which only allowed to increase the rendering resolution, and replace it with new "D.density" option, that allows you to both decrease and increase the rendering resolution. You can specify values from 0.0 to 2.0 range.

For example 0.5 density, will render at 2x lower resolution (when including both width and height, that's 4x less pixels to process!).

You can control how to up-scale the lower resolution image onto the fullscreen, by using bi-linear or bi-cubic filtering, thanks to D.densityFilter function.

Here's an image so you can see how it works, the version on top has pixel density of 1.0, the version below has the density set to very low at 0.25 (for demonstration purposes).





Displaying Rendering Stages

With the new Renderer.stage member you can now request to display certain rendering stages, like unlit color, light, normal, depth, ambient occlusion, lit color, etc.





Greatly Improved Internal Render Target Management

All above features are possible thanks to the fact that the engine now manages render targets in a much better way. This was a complete redesign on the RT system.
Another benefit that the new system gives, is that now you can display 3D graphics in a 2D Window with full support of Window fade in/fade out effect.





Ambient Occlusion Quality and Performance Improvement

Ambient Occlusion effect has been improved, the codes have been simplified giving performance improvements, tweaked to improve quality, and the renderer can be configured to use 3 resolutions - full, half, quarter. Thanks to the new quarter resolution you can now boost AO performance even more!





Controlling the width of Mesh Outline

Ability to control the width of mesh outline has been added:





Skinning Editor now displays Bone Weights on faces

Previously this was visible only for mesh vertexes, now faces will also be colored properly.





Many more!

Please read the full release notes for many more new features and improvements.

Please Subscribe

If you haven't yet done so, please subscribe to help making the engine better!


Thanks! smile.png

Edited by esenthel

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I see that this engine has other windows apart from the rendering. Can you render on another display and have the attached windows limit their sizes? Thank you i will look 

at this engine.

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