![]() ![]() So if you were already a VS Code user, you should feel right at home in the new Code Editor. #Magicavoxel playable map upgrade#The Code Editor also received a major upgrade this year when we switched from CodeMirror to Monaco, the text editor that powers Visual Studio Code. We will be fleshing out the Editor API further in 2022 with the goal of building a fully fledged plugin system. Perhaps the biggest Editor-related story this year was the release of our new Editor API that allows you to automate certain operations in the Editor front-end. Let’s take a look at some of the highlights: Tools UpdatesĪs you might expect, the vast majority of Pla圜anvas users build their applications in the Editor. The platform has continued to evolve, delivering a host of new features and performance improvements. And we have done our part to help make WebGL content creation both easy and fun!Ģ021 was definitely our most productive year yet. In that time, we have seen WebGL become the world’s standard for web graphics, implemented into every major web browser. In 2021, we marked the 10th anniversary of Pla圜anvas. Tweet Januby will on News Pla圜anvas Review of 2021 Clustered lighting documentation with example project.Over the longer term, our aim is to remove the current lighting system from the engine (reducing the file size) and only be using clustered lighting.Īs always, we value your feedback and want to hear your thoughts with using the clustered lighting in the forum thread here. We will be looking to make clustered lighting the default system in the mid term (with option to use the current system) as there is little to any disadvantage from what we have seen so far. Within that project, is a script that makes it super simple to enable clustered lighting that can be copied and pasted to your own projects. As the Editor integration is still being developed, we have created an example project which is linked in the documentation. We’ve now reached the milestone where the feature is stable and invite you all to give it a try! We can’t wait to see how you will use it within your games and applications.įull documentation is available with all the features and explanation of the options. Some of our early adaptors have already started using it to do things such as adding dynamic lights to fireflies at night, gunfire muzzle flashes and using it as an easy way to highlight objects in the world. Disabling/Enabling omni and spot lights is now super fast.Improved app performance with more omni and spot lights.Increasing the maximum omni and spot light count to 254.The new system uses the clustered lighting rendering algorithm and is a huge step forward compared to our current lighting approach. ![]() Pool Demo from Solar Games using Clustered Lighting Our team has been working on a new lighting system for a little while now and it’s reached the stage where we want to share it to the community! Tweet by Steven Yau on News Clustered Lighting Open Beta – Have hundreds of dynamic lights in your scene! ![]()
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