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Esenthel Turbo - Game Engine Improvements

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Esenthel Engine is a cross platform high performance game engine, with very attractive licensing system.
Today a new version has been released, featuring heaps of improvements, including:
Hardware Instancing, the same (non-skinned) objects will be rendered much faster.
When doing this optimization, I've got tempted into looking what else I could improve in the engine, which resulted in me going through nearly entire source code of the engine, looking how to improve it, look for potential bugs and issues. I hope you can appreciate my effort smile.png
Also I've included many extras to make this release even bigger!
We now have support for VS 2015 which produces more optimized code, C++11 support, including move constructors, it's good to be up to date with technology smile.png
I've updated compiling projects to use MSBuild system which offers faster compilation times.
Default Editor is now 64-bit DX10+ which offers better performance. 64-bit versions have more registers, and can perform complex tasks more efficiently.
PAK creation can be up to 8 times faster, as compressing files is now done on separate threads. This will affect many scenarios: When you publish your game, when you export your project as *.EsenthelProject, when you want to play your game on your mobile phone.
Creating PAK's is now also more Steam friendly, if you make an update to your game, you will have to upload fewer megabytes to Steam, and gamers will have less data to download.
iOS 9 Support is now available smile.png
A bonus for audiophiles - 2 new audio codecs are supported:
FLAC - offers lossless compression, the same quality as uncompressed WAV but with smaller file sizes.
OPUS - a codec that has been created quite recently, it turns out it offers better quality than MP3, OGG Vorbis, and AAC. Also it's very suitable for voice chat through network. The only downside to it, is that it works always on 48kHz.
Having OPUS aboard, I've added support for programatic Audio compression/decompression using that Codec, for which I've included a new tutorial.
Based on which you can now implement voice chat in your apps.
Since Microphone recording was available only on Windows, I thought there's not much point in having good real-time audio de/compression without being able to use it, so I've implemented support for Microphone Recording on Mac, iOS and Android.
I've improved performance of many aspects, including:
animating skeletons
building heightmaps
file processing (loading/saving of both binary and text files)
drawing text
text string operations
saving/loading images
memory encryption
loading Code Editor symbols
compiling apps for Mac (by not creating iOS icons/images when not necessary)
replaced libJpeg with libJpegTurbo offering 2x faster JPG file processing
Random number generator now has better precision and support for creating random 64-bit integers
Many 3rd party libraries were updated to a latest/newer version:
PVRTC compression
Recast/Detour pathfinding 
Chartboost for iOS
AdMob for iOS
Facebook for iOS
Entire engine source has been cleaned up a bit, and some bugs were squashed as well.
And that's just part, because there are many other cool improvements, you can see the full list over here:

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