| ||
|
| ||
|
Main Menu
Welcome
ToDo/Bugs/Requests
Total tickets: 263 Open tickets: 119 Not assigned: 123 Online
|
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.
Merry Christmas, Happy Holidays or whatever you want to call it.
It contains lots of bugfixes and some sweet new things. First and foremost, the model-file-format has changed. The binary geometry data now resides in a .lfmg file and the .lfm file is now an ascii-file, containing just a few lines that determine which geometry, material, skeleton and animation file to use for a model. A small example for the new .lfm format: [model] geometry=media/sydney.lfmg materials=media/sydney.lfmt animations=media/sydney.lfma animationType=morph [/model] The second big change is that we have started developing a new gui. Unfortunately it is not compatible (API wise) to the old one. But of course it has other advantages (speed, for example). For all the nitty-gritty details of what else has been changed, take a look into the changelog (which is also mirrored on the wiki).
Instability of code in CVS the last week
There have also been some very nice changes to the model-format and loader. The .lfm file is now an ascii file containing the filenames for geometry, materials, animations and skeleton - this means of course that you have to re-convert your models but im sure its worth it !
Logo selected
This is the new Lightfeather logo. It was created by Reiner Nolting (ReNo). As most people could not decide on one of the entries "2.5"-"2.9", i asked him to create a "hybrid" between "2.6" and "2.9" which he did and which has now become the Logo for Lightfeather. The logo is now also shown in the new banner on this page. Alas - since not everyone likes the same, we have selected an alternate logo that you can use and which had already been used in some of the examples. You can find both of them in the gallery (and of course also in the cvs). The alternate logo was created by puh. [ Read the rest ... ]
Mirrors for the binary packages
Logo vote has started
|
Random Image
Latest Forum Posts
calav3ra on 04 Sep : 15:21You are absolutely right about both parts being wr[more ...] Matthias on 04 Sep : 10:42I will have time to look into this and the other t[more ...] legerdemain on 04 Sep : 06:45Hi again, i'm trying to track down a strange crash[more ...] legerdemain on 03 Sep : 11:03In CGUITextArea.cpp, lines 657-658 and 679-680, th[more ...] Matthias on 27 Aug : 13:20Hm.. thats odd - i will look into it. Hope you can[more ...] |
|