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kohedlo
 


"Imperial Game Engine SDK" 15 november 2016 update (released)

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"Imperial Game Engine SDK" 15 november 2016 update (released)

Post by kohedlo on Fri Oct 28, 2016 4:55 am

"Imperial Game Engine SDK" 15 november 2016 update.

XPN 72

- [2.5] added "C++FPSCollisions.ifn" flow-node.
- [2.5] added debug geometry for raycasting.
- [2.5] added relative move mouse pointer mode.
- [2.5] added local directions for rays.


Large



XPN 75

- [2.5] fixed ICG highlighting.

XPN 79

- [2.5] added support changing vec4 shader parameters.
- [2.5] added preferences for Bloom, SSAO post-process.
- [2.5]  fixed erroes for ET Terrain-actor.



1 GB


Last edited by Kohedlo on Sun Nov 13, 2016 10:43 pm; edited 7 times in total

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Re: "Imperial Game Engine SDK" 15 november 2016 update (released)

Post by kohedlo on Mon Nov 07, 2016 2:27 pm

Is i have some days dev pause (was reanimated), аlso one smаll gаme project, ie dll s dividion. Wе stops partnership program with squirell engine, that take our dev time, through communion sqvirrel with destructive sect.
Ie let move .

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Re: "Imperial Game Engine SDK" 15 november 2016 update (released)

Post by kohedlo on Wed Nov 09, 2016 1:18 am

3 weeks i have deadline with task of c++ controller collisuion detection.

need to move faster Evil or Very Mad

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Re: "Imperial Game Engine SDK" 15 november 2016 update (released)

Post by kohedlo on Wed Nov 09, 2016 7:46 am

Locаl c++ superfast collisions, prаctically ready, аnd today at AF, after calibration i begins next todo tasks. Time to out from "deadline".

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Re: "Imperial Game Engine SDK" 15 november 2016 update (released)

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