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

Online
Guests: 8
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On this page: 4
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.


Particlesystem changes
For quite some time now, we had two different types of particlesystems in LF.
Now the older one has been removed. The new one, which was written by tgs_stdio,
supports multiple emitters in one particlesystem additionally to all the features the
previous implementation had.
However, since the file format did not change much, LF still can read the
old format.
If you want to convert your particlesystem-files to the new format, simply load
them into the particlesystem-editor (ped) and re-save them.

Furthermore, at the same time, the class- and file-names have been cleaned up a bit,
so if you create particlesystems in a program, you will have to replace occurances of
CMultiParticleSystem with CParticleSystem, CParticleSystemShaper with CParticleShaper,
CParticleSystemAffector with CParticleAffector and CParticleEmissionShaperXXX with
CParticleShaperPositionXXX (where the XXX part stays the same).

Tutorial10 and test2 have also been updated to reflect these changes, so if you have
problems changing over, take a look at them or take a look at the diff in the hg repository
here.


Matthias on Monday 26 May 2008 - 03:47:11
Read/Post Comment: 0



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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