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Thread: Asphyre eXtreme II (4.1.0), snapshot 30-Mar-2007

  1. #1

    Asphyre eXtreme II (4.1.0), snapshot 30-Mar-2007

    I am proud to inform that a new snapshot of Asphyre 4 is available, having new and refined 3D suppor by moving to programmable pipeline and using vertex/pixel shaders. It has also new GUI system, which allows using polygonal component shapes and can be fully skinnable.

    In addition, Asphyre 4.1.0 has experimental seamless integration with Newton Game Dynamics, which allows using physics in any Asphyre application.

    Asphyre 4 provides easy integration of user made shaders, so you add your own effects to Asphyre application quickly. It also has a ready to use examples featuring normal mapping with specular reflections, cook-torrance illumination model, and shadow mapping (with normal mapped surfaces) in a small graphics engine, which can easily extended.

    The official announcement was posted here.

    Some of the screenshots from Asphyre 4 examples are show below:



    Download the latest snapshot dated 30-Mar-2007 at:

    Asphyre4snapshot30mar2007.7z (4.64 MiB)
    Asphyre4snapshot30mar2007.rar (4.82 MiB)

    More examples will be available in our Published Resources section. Additional information will also be available on Asphyre Wiki.

  2. #2
    Co-Founder / PGD Elder WILL's Avatar
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    Asphyre eXtreme II (4.1.0), snapshot 30-Mar-2007

    This is excellent news Yuriy.

    I know a few people that have been waiting for this release for some time now.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  3. #3

    Asphyre eXtreme II (4.1.0), snapshot 30-Mar-2007

    I forgot to mention that 3D support in Asphyre 4.1.0 and respective examples require SM2 capable hardware. Fixed-function pipeline support in Asphyre 4 has been dropped (if you are wondering why, see this thread). That is, you will need at minimum Nvidia GeForce FX 5200, ATI Radeon 9550 or ATI Radeon X300 to be able to run 3D examples.

    All examples use per-pixel lighting (bump-mapping and shadow mapping uses phong specular reflection, "BasicShdr" uses Cook-Torrance specular reflection).

    I forgot to include one example in the snapshot that illustrates the usage of shader instancing on SM2 hardware; it will appear in the next snapshot (about in a week).

  4. #4

    Asphyre eXtreme II (4.1.0), snapshot 30-Mar-2007

    It looks very cool and works like a charm on my new system!

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