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ToDo/Bugs/Requests
Total tickets: 263
Open tickets: 119
Not assigned: 123

Online
Guests: 7
Members: 0
On this page: 2
Members: 362, newest: coooolihdbril


Lightfeather is an open source 3D Engine for Mac, Windows and Linux.

Notable features include:
* Support for GLSL and Cg shaders
* Support for HDR rendering
* Support for MRT (multiple render targets)
* Various culling methods: Portals, Octtrees, Occlusion culling, PVS
* Skeletal and Morphing Animation
* Exporter for Blender to lfm format
* Converter for some modelformats to lfm format
* Simple but powerful Post-Processing Framework
* Paging terrain with splatting
* Built-in GUI
* Some tools like Scene-Editor, Particlesystem-editor, Terrain-editor, GUI-designer
* 20 tutorials with code to get new users up to speed quickly

To download Lightfeather click here (opens in new window)

If you need help or have general questions, you can either use the forums or visit us on IRC : #lightfeather on irc.freenode.net.
If you need a certain feature which is currently not implemented or find a bug, please use the ToDo/Bugs/Request link in the main menu. We are always open to suggestions and will usually implement needed features pretty quickly.

Please note that the screenshots displayed on this site are mostly programmers art and proof-of-concept screenshots and in no way represent the graphical abilities of the engine.
If you create some nice screenies, send them to us or add your project to the "Projects using LF" section in the wiki and add a screenshot or two there.


CVS version might be non compiling for a day or two
We are doing a reorganization of the code to make it easier to integrate LF into Projects by separating concerns better.
Therefor the cvs version might become incomplete/non compiling for a day or two. We will notify you here, when the reorganization is finished.

A short explanation of what will be done:


  • The io namespace will be removed. The classes currently residing in io will be moved to the os namespace
  • The randomizer class will be moved from core to os. Since usually the os provides some facility to create random numbers, even if we dont use them in the lf-randomizer, it still seems to be a better place for it. Also this will leave the core namespace to really core classes (vector, matrix etc) and container-classes only.
  • The scene, resources and gui directories will be moved into the render directory to make the dependency clear.
  • The built-in models will go into a directory of their own, also terrains, skycubed/dome and tree classes will be into a nature directory
  • The namespaces will not change (apart from removal of the io namespace) so it shouldnt be very hard to adapt existing programs
  • The CLFRoot singleton will be replaced with a few more singletons, to separate the concerns. OS, Input, Render and Log will get their own singleton each.


These changes will result in the following directory structure:
lightfeather
|- core
|- os
|- log
|- input
|- render
| |- scene
| |- resources
| |- gui
|- lfnet
|- lfpe
|- lfdes


The ones starting with lf are/will be separate projects in cvs that can be included but arent by default


Matthias on Wednesday 09 May 2007 - 14:09:17
Read/Post Comment: 0

New collision and physics integration for Lightfeather
A new project has been started to integrate ODE with Lightfeather.
It is a separate project and builds as a separate library but uses the lightfeather namespace and the same baseclasses. Therefor it is required for compilation (if you dont want to change the project settings yourself) to put it in the same directory as your lightfeather directory.

It uses ODE version 0.8 and works with the latest cvs version of LF.
It should also work with the latest release of LF, but that has not been tested yet.

For now it is only available through cvs. The repository is the same as LF, the module name is lfpe. We will release the first version for download with the next release of LF.

For more informations about building lfpe have a look at howToBuild in the lfpe main folder.
Since it is a very new project, there can be problems when building on other systems than windows, because that is the only environment that has been tested until now.

Doxygen documentation is not created yet, but there are a lot of comments in the headerfiles to get you started.
You should also read the latest ODE docs from www.ode.org to get familiar with ODE. lfpe does not change a lot of the internal ODE structure.

There are also 2 tests available and tutorials will follow.

Any comments/suggestions are welcome.
Matthias on Sunday 29 April 2007 - 22:38:23
Read/Post Comment: 0

New Tutorial
I wanted to let you know about a new, very detailed, tutorial by puh on how to use Blender to create lightmapped geometry for LF.
Matthias on Sunday 15 April 2007 - 17:30:09
Read/Post Comment: 0

Updated version with many problems fixed
The V0.4.5 release contained quite some errors.
- On windows systems all programs crashed on exit
- There were lots of "Destructor called although RefCount > 0" messages (the new text-widget-code reintroduced some of these, its fixed in cvs but we wont do a new release just for this)
- Picking had a problem when you picked on one of the diagonals
- The terraneditor had errors on tile-edges which would lead to wrong blending and holes in the terrain

All those have been fixed in V0.4.5.1 which is now available for download (on this site and on http://sourceforge.net/projects/lightfeather).

We recommend updating to the new version. As an additional incentive we have changed LF so that no external freetype and zlib library are needed for executables anymore and also added another tutorial (about the material system).

As a sidenote: all downloads contain the necessary CVS directories so that you can update from cvs very easily instead of redownloading everything.
Matthias on Friday 13 April 2007 - 22:43:05
Read/Post Comment: 0

Wrong file linked in download section
Due to a stupid mistake, the download link to the win32 v0.4.5 binary actually pointed to the old win32 v0.4.0 version binary.
That mistake has been corrected now.
Im sorry for any inconvenience this might have caused.
Matthias on Wednesday 11 April 2007 - 02:41:48
Read/Post Comment: 0

Version 0.4.5 is out (09 Apr : 22:24) (Engine development)
Development update (16 Mar : 04:40) (Engine development)
Blender exporter download (03 Feb : 15:26) (Misc)
Latest changes (13 Jan : 14:52) (Engine development)
The Christmas news :) (23 Dec : 16:21) (Misc)

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Latest Forum Posts
calav3ra on 04 Sep : 15:21
You are absolutely right about both parts being wr[more ...]

Matthias on 04 Sep : 10:42
I will have time to look into this and the other t[more ...]

legerdemain on 04 Sep : 06:45
Hi again, i'm trying to track down a strange crash[more ...]

legerdemain on 03 Sep : 11:03
In CGUITextArea.cpp, lines 657-658 and 679-680, th[more ...]

Matthias on 27 Aug : 13:20
Hm.. thats odd - i will look into it. Hope you can[more ...]

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