» Harmony Branch
Updated 20:53 April 21st, 2012
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(2836)  3,875

This is a build of the Harmony project for the BGE. The proposal for phase one can be found here. This build was archived witih 7-zip to create a smaller archive.

 

Compiler: MSVC 2010

user-config.py

WITH_BF_GAMEENGINE = True
WITH_BF_PLAYER = True
WITH_BF_OPENMP = True
WITH_BF_FFMPEG = True

# Don't work with VS 2010
WITH_BF_COLLADA = False
WITH_BF_OPENEXR = False
WITH_BF_CYCLES = False

 

SVN Log

r44794
gpu_material cleanup:   * light_cookie -> light_texture   * Light textures now change the lamp color for better integration with other features
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r44793
gpu_extensions cleanup:   * GPU_texture_create_shadow_map() -> GPU_texture_create_vsm_shadow_map()   * GPU_shader_free_builtin_shader() -> GPU_shader_free_builtin_shaders() (Now frees all shaders)   * Better error reporting/checking for fai...
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r44598
Changing frustum_size to shadow_frustum_size and adding comments that it is a BGE value. Also removing some duplicate code from rna_lamp.c.
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r44597
Changing shadowmap_type to ge_shadowbuffer_type, which more closely matches Blender's terminology. I also replaced the "Algorithm" label in the shadow panel with the more user-friendly "Buffer Type".
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r42832
A bit of RNA cleanup for lamps, and correcting the frustum_size do_version again.
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r42774
Fixing an implicit cast from int to float in test_shadowbuf_vsm.
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r42773
Fixing the do_version for sun lamps so non sun lamps also get updated (in case the user switches the lamp later to a sun lamp).
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r42753
Fixing the out of frustum artifacts on sun shadows, without breaking spot light shadows.
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r42739
Fixing up a hack that caused simple shadows not to work for ATI cards.
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r42699
Adding a UI option to change the frustum size for the Sun shadows. This essentially changes the orthographic scale value and affects the size of the shadowed area.
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r42698
Here is a start on shadows for Sun lamps. The biggest difference between the sun shadows and spot shadows is that sun shadows are orthographic.
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r42620
VSM updates:   * Bleed bias and bias are now settable in the UI   * The algorithm (simple versus variance) is now settable in the UI   * The builtin shaders are now being properly freed
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r42616
Initial VSM commit. VSMs are in, and work, but they need more user settable options. Options that still need to be added:   * Switching between "Simple" or "Variance" shadow maps   * Fudge-factor for fixing light bleed ("Bleed Bias"?). Righ...
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r42349
Fixing shadows so they don't have spec highlighting.
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r42338
Lamp textures now work with VideoTexture.
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r42302
Removing an unused shadcol variable from the shadow color code.
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r42286
Lamp textures now use their actual color values instead of intensity. Also, the various blend modes are now supported (use Multiply to get similar behavior to the previous cookie code).
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r42282
Running datatoc for the changes to gpu_shader_material.glsl from the last commit.
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r42281
Removing some now unused code from gpu_shader_material.glsl and fixing shadow color so it works correctly when a lamp is set to shadow only.
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r42280
Adding support for light cookies. This features uses lamp textures (all slots supported) to alter the shadow buffer.
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r42279
Simplifying the shadow panel while the Game Engine renderer is active. Now it only shows options supported by the game engine.
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r42255
Adding support for the shadow color option to the BGE/viewport
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r42243
Creating a branch for the Harmony project. More information about phase 1 of Harmony can be found here: http://wiki.blender.org/index.php/User:Kupoman/Harmony_Phase1
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12 Comments so far. Leave yours.
16:55 May 7th, 2012
"The application was unable to start correctly" Please help!
04:15 April 25th, 2012
yes...now crash is gone also for old scenes ;)
Thx for update ^^ Waiting for future releases
23:37 March 28th, 2012
Actually blander crashes when i exit my game in built-in playing mode :/
But when i try to play default scene with some shadows it works fine o.O
21:48 March 27th, 2012
wow..., i cant wait even for harmony phase 3, impressive!
10:26 March 21st, 2012
Nice build here. The sun shadows are absolutely amazing, but they do not save properly. If this was fixed then this would be perfect for game development. I'm sure Moguri knows about the issues by now, so hopefully a build with the small things fixed will come along soon. Great to see development efforts being directed towards the game engine. Seems like it is growing very fast now.
22:09 February 11th, 2012
at last, more improvement on bge, glad to know that, keep working.
23:32 December 22nd, 2011
oups,

Can you please delete the previous empty post?

I've try it and it works well, but there is a problem with the linkage lamp when you execute the BGE (doesn't appear or appear wrong).
12:14 December 18th, 2011
I am so glad seeing the BGE gets upgraded!
Thank you for your work Moguri and Kupoman.
VSM FTW.
21:21 December 2nd, 2011
you can use the openexr libs in the patch tracker if you want to :)
08:04 December 1st, 2011
3 . Moguri (builder)
I've updated the build to include vcomp100.dll instead of vcomp90.dll.
03:02 December 1st, 2011
i renamed vcomp90.dll and works now! Great stuff!
03:01 December 1st, 2011
umm,VCOMP100.dll missing? am i doing something wrong?
Feeling talkative?
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