From Linderdaum Engine
The SDK 0.5.99c is released. This release introduces the .NET wrapper for Linderdaum Engine. Every engine class marked with 'netexportable' attribute in the C++ sources is automatically wrapped and exported into your managed .NET environment. Now any .NET language can be used to write interactive 3D applications using Linderdaum Engine. The deployment of the application using the engine requires just a few files, all of which are included in "LinderdaumSDK-NET-0.5.99c-Win32.exe" and "LinderdaumSDK-NET-0.5.99c-Win64.exe" packages. Just read the accompanying !README-NET.txt and start coding!
The complete changelog is as follows:
January 3, 2011 SDK 0.5.99b released
The SDK 0.5.99b is released. This package includes the complete source code of Asteroids and a few other samples with precompiled binaries for Win32. The complete changelog is as follows:
December 19, 2010 Asteroids game
The final version of our mini-game is ready and has been released: http://www.linderdaum.com/Downloads/AsteroidsDist.exe The full source code will be available after the New Year's Eve, stay tuned.
November 30, 2010 Asteroids game
The first public beta of Asteroids has arrived: http://ftp.linderdaum.com/Asteroids_Dist.exe Any suggestions or feedback would be appreciated. Here is a couple of screenshots from the game.
October 18, 2010 Asteroids game
An early sketch video from our Asteroids project:
October 17, 2010 Asteroids
Here is a screenshot from our current work-in-progress game Asteroids - a 2D classic space shooter scheduled for release later this year. It is beeing developed for the "Shoot 'em up" contest at http://www.gamedev.ru/projects/news/ShootEmUpContest. At the moment the game is in active development and it will be also available as an open source tutorial for Linderdaum Engine.
September 19, 2010 Video
A new clip added to Video demonstrating fully GPU-based skeletal animation.
September 17, 2010 SourceForge
We have opened a SourceForge page at http://sourceforge.net/projects/linderdaum/ with a public Git read-only repository. Now our up-to-date development source code along with some demos can be obtained using Git. See Downloads for details. The next major SDK update is on the way.
July 20, 2010 Python
We decided to switch to Python 3.x in writing our numerous sources-processing and generating tools. The reason for this was Python has a comprehensive library capable of extensive text-processing features with a distinct expressive power compared to C++. Surely C++ is not a way to go with such kind of automation tasks. Some of our small tools have been already rewritten in Python yielding 50 lines of clean Python code versus more than 1000 lines of a harsh C++ mess.
May 25, 2010 High dynamic range rendering with light streaks
April 25, 2010 CLExtractor
Downloads page updated with the new tool CLExtractor - autogenerator of helper code to dynamically load OpenCL from 'OpenCL.dll'.
March 9, 2010 OpenGL 3.2 Core Profile support
Our new renderer has full OpenGL 3.2 Core Profile support. OpenGL versions below 3.0 are not supported and there is no backward compatibility with older video cards. From now on the engine needs DX10-class GPU to run.
January 26, 2010 Visual Studio 2010 Beta 2 support
The entire project migrated to Visual Studio 2010 Beta 2. Very few changes were made to the codebase to make it compilable with the new VisualC++. However our VCauto automatic project generator still supports Visual Studio 2008/2005 and those who wish to use older versions of VS can do so.
July 4, 2009 Volume rendering demo
Volume rendering demo is available for download. Read more on Demos page.
June 30, 2009 Volume rendering with full AMD Radeon support
Our volume rendering library now supports all rendering modes on AMD Radeon family from 3450 and higher.
We are grateful to AMD Developer Relations for granted hardware.
June 2, 2009 Codebase refactoring
During last month we have refactored and removed a lot of legacy code and unused third party libraries. Our C++ codebase dropped from 200k to 100k lines of code without the loss of functionality. Old features like fixed function rendering, ad hoc loaders and many others were removed.
May 9, 2009 Volume rendering improvements
A bunch of new features was added to Linderdaum Volume Rendering Library:
April 16, 2009 Development: content creation pipeline
New material system is in development allowing direct import of static scenes from 3dsmax into the engine. Any textured model can be exported to ASE and directly loaded by the Linderdaum-based application with all the textures and lighting. Currently supported maps are: ambient, diffuse, specular and bump.
This scene is rendered just after one-click export from 3dsmax. No special plugins or scripts needed. It is very fast and handy for designers to bring content into the engine this way.
April 7, 2009 API reference updated
Doxygen-generated API reference http://www.linderdaum.com/Docs/HTML/index.html was updated to reflect recent API changes.
March 27, 2009 WIN64 support
Support for WIN64 platform was successfully tested today. Some minor issues still remain which will be fixed with the next release of our SDK. The supported architecture is x64 (aka AMD64, x86_64) and since MS VC 2003/2005 does not have 64-bit compiler and linker you have to use MS VC 2008 for this functionality.
February 28, 2009 Transparent isosurfaces rendering
Rendering of transparent isosurfaces using 1D preintegrated transfer function.
February 23, 2009 High resolution GPU accelerated raycasting
Currently implemented GPU raycasting volume rendering technique generates high resolution images in real time.
See Screenshots: Volume Rendering for 2560×1600 full size image.
December 5, 2008 Animated volume rendering
Real-time 128×128×128 dynamic 3D texture rendering with 99 frames. Data volume courtesy of: http://www.cs.ucdavis.edu/~ma/ITR/tvdr.html
November 11, 2008 Volume rendering improvements
Volume rendering with transfer function
May 28, 2008, 00:31 0.5.88 patch released
The SDK 0.5.88 source code patch is released. The latest changes include:
* New: .RAR pack files can be stored inside app’s resources and mounted as i.e. “Mount RESOURCE:datafile_rar” * New: FreeImage library integrated instead of custom texture loaders * Improved: normals loading from ASE * Improved: creation of command line tools using the engine as a library becomes easier * Fixed: removed .STL meshes loader * Fixed: bug with textures animation * Fixed: MD3 meshes support deprecated * Fixed: keyframe animation support deprecated
February 24, 2008 Mesh skinning demo and a 0.5.86 patch
Software mesh skinning from MD5 mesh file format. Also build process of the engine was greatly improved.
December 29, 2007 Volume rendering demo and a 0.5.84 patch
This new demo implements a volume rendering technique using a GPU raycasting as described in the article  by J.Kruger and R.Westermann.
The demo is compilable using the Patch 0.5.84 which also adds Visual Studio 2008 compatibility, skeletal animation support and MD5 meshes loading.
December 26, 2007 0.5.82 SDK released
The SDK 0.5.82 fixes some issues of the previous release and adds some new features:
* New: build process changed (prepare for 0.5.90) * New: initial support for geometry shaders * New: initial support of volume rendering * Improved: paletted images support in TGA files * Improved: unconstrained alignment of structs * Improved: submaterials support in ASE files * Fixed: geometry generation issues * Fixed: performance issues in the Tanks demo
October 2, 2007 0.5.80 SDK released
* Built-in editor (press F1 in Tanks demo) * Improved audio subsystem o Audio sources and listener positioning o Audio volume and pitch control * Improved GUI subsystem o Colors setup in GUI o New controls: tab control, sidebar * Improved renderer o Chainable postprocessing effects o Postprocessing effects library (b&w, sobel, heathaze) o Separate HDR bloom filter o Atmospheric light scattering o Rain particle system o GLEW used to retrive OpenGL extensions o Support of NVIDIA Performance Monitoring (PM) API o Keyframes interpolation o Memory consumption for keyframes reduced by approx 30% o GPU hardware compatibility o Heightmaps normals calculation * Improved scene graph o Scenegraph sorting for rendering o Traversing speed increased * LinderScript o Script compiler integrated into the Engine o Fields support * XLML parser is now much faster * Added Intel C++ 9 compatibility * Great compile time reduction of the whole project