Jul 13, 2018
CopperCube 5 Game Engine - Ambiera
CopperCube 6 is now available on Steam. This is the successor of CopperCube 5, which brings a lot of new features and changes.

CopperCube 5 will still exist and might be useful for some users since CopperCube 6 removed a few features (like for example Flash support).

If you want to upgrade to CopperCube 6 Pro, there is a Bundle available, which enables you to you get CopperCube 6 Pro with a big discount, if you already own CopperCube 5 Pro. The bundle includes both and should enable you to you buy CopperCube 6 Pro with a big discount because it should remove the existing CC 5 Pro from the price when checking out. If you bought Pro in the last 2 months, just send me a mail (see Support -> Contact on the official website) with a link to your profile and a screenshot of the invoice (feel free to blur specific details if you like), and I'll send you a free update.

Hope you like it!
CopperCube 5 Game Engine - Ambiera
CopperCube update 5.7.1 is now available.


This is a maintenance release, including mostly bug fixes and minor improvements. It is free for all existing users, as always. Changes in this update:

  • Better WebGL Pointer Lock support
    When you use WebGL in fullscreen mode you can additionally enable pointer lock - meaning First Person Shooter controls work on the website as in a desktop app game:
    The mouse cursor gets hidden and you move the the view by moving the mouse. This feature now works nicely on all modern browser supporting this, and additionally features using mouse coordinates (like the "When clicked on this" or "hovered by mouse" behaviours) work nicely as well by assuming the mouse cursor is now in the center of the screen.

  • There is now a new property value named "PositionAbs" supported by all scene nodes, which returns the absolute position of an object when using ccbGetSceneNodeProperty()

  • Fixed a problem when using a static object with a game AI behavior: Previously, if this object had collision enabled, it wasn't able to correctly shoot because it would cause to collide with itself (if collision was enabled for this object). This has been fixed now.

  • Fixed a problem causing custom behavior scripts not work when loading an
    external .ccb file into the game using ccbSwitchToCCBFile()

  • Fixed a bug causing jumpy camera when clicking and pointer lock is enabled in WebGL

  • Updated documentation with missing parameters, for example for the ccbSteamSetAchievement() command

  • Updated french translation

  • Updated swedish translation

  • Default Window size for new Windows apps is now 800x600

  • Default canvas size for new WebGL apps is now 800x600

  • Fixed a bug which prevented changing the color of dynamic lights sometimes

  • Fixed bug with deserializing light data when using JavaScript

  • Fixed a bug causing animated foliage not to be rendered sometimes in WebGL client
CopperCube 5 Game Engine - Ambiera
CopperCube update 5.7.1 is now available.


This is a maintenance release, including mostly bug fixes and minor improvements. It is free for all existing users, as always. Changes in this update:

  • Better WebGL Pointer Lock support
    When you use WebGL in fullscreen mode you can additionally enable pointer lock - meaning First Person Shooter controls work on the website as in a desktop app game:
    The mouse cursor gets hidden and you move the the view by moving the mouse. This feature now works nicely on all modern browser supporting this, and additionally features using mouse coordinates (like the "When clicked on this" or "hovered by mouse" behaviours) work nicely as well by assuming the mouse cursor is now in the center of the screen.

  • There is now a new property value named "PositionAbs" supported by all scene nodes, which returns the absolute position of an object when using ccbGetSceneNodeProperty()

  • Fixed a problem when using a static object with a game AI behavior: Previously, if this object had collision enabled, it wasn't able to correctly shoot because it would cause to collide with itself (if collision was enabled for this object). This has been fixed now.

  • Fixed a problem causing custom behavior scripts not work when loading an
    external .ccb file into the game using ccbSwitchToCCBFile()

  • Fixed a bug causing jumpy camera when clicking and pointer lock is enabled in WebGL

  • Updated documentation with missing parameters, for example for the ccbSteamSetAchievement() command

  • Updated french translation

  • Updated swedish translation

  • Default Window size for new Windows apps is now 800x600

  • Default canvas size for new WebGL apps is now 800x600

  • Fixed a bug which prevented changing the color of dynamic lights sometimes

  • Fixed bug with deserializing light data when using JavaScript

  • Fixed a bug causing animated foliage not to be rendered sometimes in WebGL client
CopperCube 5 Game Engine - Ambiera
CopperCube Game Engine 5.7 is now available.

This free updates includes a handful of new features:

Realtime Shadows Support
CopperCube can now draw dynamic shadows, by using shadow maps. This works nicely for outdoor scenes: Put a directional light into your scene and activate the "realtime shadows" checkbox of the root scene object.



You can have both static lighting (light maps), dynamic lighting (shadow maps) and no lighting (white) for objects in the same scene. The technique used is pretty fast and also works nicely in WebGL on websites:


It is possible to select manually which object should cast shadows and which should not.
There are also a few parameters which can influence the look of this. There is a new tutorial showing how all this works.
Limitations: This works only for Windows .exe target with Direct3D and for the WebGL target. Only one, namely a directional light source is supported for shadow casting. (You can also add other light sources of course, but they won't cast shadows)


Big game support and dynamic level loading
The Windows target now supports a new window mode which is known as "borderless windowed" or "dynamic" mode. It has a few advantages:

If your game uses a lot of data like textures / sounds / scenes etc, CopperCube now makes it easy to do this as well: You can now dynamically load levels and scenes at runtime. There is now a scripting function named 'ccbSwitchToCCBFile()', which when invoked will wipe the memory and load/start that new file. This makes it possible to split your game up easily into multiple files. Works for Windows .exe and MacOS apps.




Simplified uploading games to Android Play Store
If you are using a newer Android SDK, your CopperCube generated Android game can be uploaded again directly to the store without the need to manually zip-align it. Background: Google moved the zipalign tool location in newer SDKs to another location. CopperCube now detects this.



Additionally, CopperCube is now also compatible with Android Studio.

D3D Runtime detection
The editor will now detect missing installed DirectX runtimes and provide a download link to install them.

Floating point render targets
C++ code (windows.exe / mac os x): Floating point render to texture formats are now supported

Saving textures
You can now save textures to disk using the new scripting function ccbSaveTexture(). This is for example useful when using the built-in 3d model texture packer, and you want to export the model or texture. You can also save textures directly in the editor by right-clicking the texture and choosing "save as...".




other, smaller new features and bug fixes:
  • The default Android update mode is now 'every frame' instead of 'when scene changed', resulting in a more smooth gameplay. Also, this will reduce the 'stuttering' which some people noticed on faster Android devices.
  • The editor now uses some bigger default window sizes when run on bigger screens
  • Windows .exe Apps no longer store their variables in the "CopperCubeApp" folder in the registry, but in a folder named after the application name.
  • The engine now uses less memory when run on Windows / Mac OS
  • WebGL: Replaced local files warning with updated information (the "allow-file-access-from-files" flag doesn't work anymore with Chrome)
  • Fixed a bug causing dynamic point lights not to rendered correcty sometimes when there was a directional light active as well
  • Improved polish translation
  • Fixed a problem when using the "Restart scene" action which caused memory to leak.
  • Resetting a behavior now using the "Reset" action causes the FPS camera and keyboard controlled camera also to reset their keyboard states.
CopperCube 5 Game Engine - Ambiera
CopperCube Game Engine 5.7 is now available.

This free updates includes a handful of new features:

Realtime Shadows Support
CopperCube can now draw dynamic shadows, by using shadow maps. This works nicely for outdoor scenes: Put a directional light into your scene and activate the "realtime shadows" checkbox of the root scene object.



You can have both static lighting (light maps), dynamic lighting (shadow maps) and no lighting (white) for objects in the same scene. The technique used is pretty fast and also works nicely in WebGL on websites:


It is possible to select manually which object should cast shadows and which should not.
There are also a few parameters which can influence the look of this. There is a new tutorial showing how all this works.
Limitations: This works only for Windows .exe target with Direct3D and for the WebGL target. Only one, namely a directional light source is supported for shadow casting. (You can also add other light sources of course, but they won't cast shadows)


Big game support and dynamic level loading
The Windows target now supports a new window mode which is known as "borderless windowed" or "dynamic" mode. It has a few advantages:

If your game uses a lot of data like textures / sounds / scenes etc, CopperCube now makes it easy to do this as well: You can now dynamically load levels and scenes at runtime. There is now a scripting function named 'ccbSwitchToCCBFile()', which when invoked will wipe the memory and load/start that new file. This makes it possible to split your game up easily into multiple files. Works for Windows .exe and MacOS apps.




Simplified uploading games to Android Play Store
If you are using a newer Android SDK, your CopperCube generated Android game can be uploaded again directly to the store without the need to manually zip-align it. Background: Google moved the zipalign tool location in newer SDKs to another location. CopperCube now detects this.



Additionally, CopperCube is now also compatible with Android Studio.

D3D Runtime detection
The editor will now detect missing installed DirectX runtimes and provide a download link to install them.

Floating point render targets
C++ code (windows.exe / mac os x): Floating point render to texture formats are now supported

Saving textures
You can now save textures to disk using the new scripting function ccbSaveTexture(). This is for example useful when using the built-in 3d model texture packer, and you want to export the model or texture. You can also save textures directly in the editor by right-clicking the texture and choosing "save as...".




other, smaller new features and bug fixes:
  • The default Android update mode is now 'every frame' instead of 'when scene changed', resulting in a more smooth gameplay. Also, this will reduce the 'stuttering' which some people noticed on faster Android devices.
  • The editor now uses some bigger default window sizes when run on bigger screens
  • Windows .exe Apps no longer store their variables in the "CopperCubeApp" folder in the registry, but in a folder named after the application name.
  • The engine now uses less memory when run on Windows / Mac OS
  • WebGL: Replaced local files warning with updated information (the "allow-file-access-from-files" flag doesn't work anymore with Chrome)
  • Fixed a bug causing dynamic point lights not to rendered correcty sometimes when there was a directional light active as well
  • Improved polish translation
  • Fixed a problem when using the "Restart scene" action which caused memory to leak.
  • Resetting a behavior now using the "Reset" action causes the FPS camera and keyboard controlled camera also to reset their keyboard states.
CopperCube 5 Game Engine - Ambiera
CopperCube Game Engine 5.6 is now available.



This free updates includes lots of new features:

Wind Moved Vegetation Support
Grass, leaves and other vegetation can now be moved by the wind. This works for grass on terrain, leaves of the trees, or any other object you like: It is a new material type setting. See the image above.

This works on WebGL, Android and Windows/D3D targets. On systems not supporting this, the system automatically falls back to static vegetation.

Borderless/Dynamic Window support
The Windows target now supports a new window mode which is known as "borderless windowed" or "dynamic" mode. It has a few advantages:
  • In windowed (= non fullscreen) mode, the window is resizeable
  • It is possible to switch between fullscreen and windowed mode during runtime easily at any time
  • Fullscreen mode is now automatically sized to the resolution of the users screen
  • Task switching between game and other apps now is possible and very fast
  • Switching to fullscreen at any time is now possible by clicking the 'maximize' window button



Improved tree generation
The procedural trees generator now creates much nicer looking trees.



Screenshot support
Apps for the targets Windows .exe and Mac OS X .app can now save screenshots.
The new scripting function ccbSaveScreenshot(filename) saves the current content of the screen to a image file on the disk. Supported file formats are .bmp, .jpg, .tga, .psd, .pcx, .png and .ppm.

High precision mode
When using Direct3D, the engine now runs in high precision mode, causing your interpolations look smoother in certain edge conditions

New features for people creating their game using C++:
- There is now a way to get the current fog settings direct from the video driver, using IVideoDriver::getFog()
- It is now possible to set integer shader constant arrays (previously, only floats were supported)
- Various other small improvements here and there



Better Android Multitouch
Android multitouch input now also works nicely with newer, faster Android devices, where sometimes the input controller would hang under certain circumstances.

Other, smaller new features and changes
  • Updated lots of parts of the documentation
  • Added swedish translation
  • Fixed a bug causing trees not to be regenerated when changing the texture in the tree generation dialog
  • Fixed a problem causing JavaScript's Date() class not to return the correct time anymore after a D3D device reset
  • Fixed a bug causing tree instances not to be stored on the terrain sometimes
CopperCube 5 Game Engine - Ambiera
CopperCube Game Engine 5.6 is now available.



This free updates includes lots of new features:

Wind Moved Vegetation Support
Grass, leaves and other vegetation can now be moved by the wind. This works for grass on terrain, leaves of the trees, or any other object you like: It is a new material type setting. See the image above.

This works on WebGL, Android and Windows/D3D targets. On systems not supporting this, the system automatically falls back to static vegetation.

Borderless/Dynamic Window support
The Windows target now supports a new window mode which is known as "borderless windowed" or "dynamic" mode. It has a few advantages:
  • In windowed (= non fullscreen) mode, the window is resizeable
  • It is possible to switch between fullscreen and windowed mode during runtime easily at any time
  • Fullscreen mode is now automatically sized to the resolution of the users screen
  • Task switching between game and other apps now is possible and very fast
  • Switching to fullscreen at any time is now possible by clicking the 'maximize' window button



Improved tree generation
The procedural trees generator now creates much nicer looking trees.



Screenshot support
Apps for the targets Windows .exe and Mac OS X .app can now save screenshots.
The new scripting function ccbSaveScreenshot(filename) saves the current content of the screen to a image file on the disk. Supported file formats are .bmp, .jpg, .tga, .psd, .pcx, .png and .ppm.

High precision mode
When using Direct3D, the engine now runs in high precision mode, causing your interpolations look smoother in certain edge conditions

New features for people creating their game using C++:
- There is now a way to get the current fog settings direct from the video driver, using IVideoDriver::getFog()
- It is now possible to set integer shader constant arrays (previously, only floats were supported)
- Various other small improvements here and there



Better Android Multitouch
Android multitouch input now also works nicely with newer, faster Android devices, where sometimes the input controller would hang under certain circumstances.

Other, smaller new features and changes
  • Updated lots of parts of the documentation
  • Added swedish translation
  • Fixed a bug causing trees not to be regenerated when changing the texture in the tree generation dialog
  • Fixed a problem causing JavaScript's Date() class not to return the correct time anymore after a D3D device reset
  • Fixed a bug causing tree instances not to be stored on the terrain sometimes
CopperCube 5 Game Engine - Ambiera
CopperCube Game Engine 5.5 is now available on Steam. This free update includes lots of new features:

Steam Integration
Games created with Coppercube as Windows .exe now automatically have Steam integration built-in. There is support for the Steam-Overlay and an easy way to use Steam Achivements, even without programming.



(Note: This of course only works if your game will be published on Steam.)

Improved First Person Shooter Controller
Several improvements for this behavior where backintegrated from the game 'PostCollapse', including:
  • Repeated jumping is now no longer possible by holding down the space bar
  • Moving and strafing at the same time now longer lets the player move faster that way
  • When the system is hanging shortly (like for example if Windows Defender suddenly causes Windows to slow down), the movement will behave smoothly as before



C++ source code
Users of the pro edition now have access to the full C++ client source code. It consists of VisualStudio (Windows) and XCode (Mac OS X) projects and can be used to extend your game in any way possible. For details, take a look into the documentation.



Flash source code
Users of the pro edition now have access to the full Flash client source code. It consists of about 150 .as ActionScript 3 files, and can be used to extend your game in any way possible. For details, take a look into the documentation.

Android Multi-Touch support for 2D Overlays
It is now possible to use multiple 2D mobile input Overlays at the same time on Android target, making the games there feel more natural.

Android First Person Shooter Camera improved
The first person shooter camera on Android now is much easier to use. Although first person shooters are more unusual on this platform, it works now much nicer and easier to handle.

Scripting extension: ccbGetCurrentNode()
The new scripting function ccbGetCurrentNode() returns the current scene node. When running some JavaScript code via an 'execute JavaScript' action, there is always a "current node" set, usually the node in which the action is being run. This function is available on all platforms.

other, smaller new features and bug fixes:
  • Mesh import improved: Imported mesh name is now reflected in the scene graph explorer
  • Improved Chinese Translation
  • There is a downloadable action available for using Steam achivements without scripting
  • Fixed a bug causing 'plant rendering' advanced material flag not to be set when anisotropic rendering isn't checked as well.
  • Fixed a bug causing CopperCube to crash when modifying a mesh which has been imported as animated mesh although it is static.
  • Fixed a bug causing Oculus Rift support not to work on some systems
  • Fixed a bug in WebGL causing Particle Systems as children of rotated nodes not to show up correctly at some viewing angles.
CopperCube 5 Game Engine - Ambiera
CopperCube Game Engine 5.5 is now available on Steam. This free update includes lots of new features:

Steam Integration
Games created with Coppercube as Windows .exe now automatically have Steam integration built-in. There is support for the Steam-Overlay and an easy way to use Steam Achivements, even without programming.



(Note: This of course only works if your game will be published on Steam.)

Improved First Person Shooter Controller
Several improvements for this behavior where backintegrated from the game 'PostCollapse', including:
  • Repeated jumping is now no longer possible by holding down the space bar
  • Moving and strafing at the same time now longer lets the player move faster that way
  • When the system is hanging shortly (like for example if Windows Defender suddenly causes Windows to slow down), the movement will behave smoothly as before



C++ source code
Users of the pro edition now have access to the full C++ client source code. It consists of VisualStudio (Windows) and XCode (Mac OS X) projects and can be used to extend your game in any way possible. For details, take a look into the documentation.



Flash source code
Users of the pro edition now have access to the full Flash client source code. It consists of about 150 .as ActionScript 3 files, and can be used to extend your game in any way possible. For details, take a look into the documentation.

Android Multi-Touch support for 2D Overlays
It is now possible to use multiple 2D mobile input Overlays at the same time on Android target, making the games there feel more natural.

Android First Person Shooter Camera improved
The first person shooter camera on Android now is much easier to use. Although first person shooters are more unusual on this platform, it works now much nicer and easier to handle.

Scripting extension: ccbGetCurrentNode()
The new scripting function ccbGetCurrentNode() returns the current scene node. When running some JavaScript code via an 'execute JavaScript' action, there is always a "current node" set, usually the node in which the action is being run. This function is available on all platforms.

other, smaller new features and bug fixes:
  • Mesh import improved: Imported mesh name is now reflected in the scene graph explorer
  • Improved Chinese Translation
  • There is a downloadable action available for using Steam achivements without scripting
  • Fixed a bug causing 'plant rendering' advanced material flag not to be set when anisotropic rendering isn't checked as well.
  • Fixed a bug causing CopperCube to crash when modifying a mesh which has been imported as animated mesh although it is static.
  • Fixed a bug causing Oculus Rift support not to work on some systems
  • Fixed a bug in WebGL causing Particle Systems as children of rotated nodes not to show up correctly at some viewing angles.
CopperCube 5 Game Engine - Ambiera
CopperCube Game Engine 5.4.2 is now available. This free update includes these new features:

Dynamic day-night cycle support
It is now easily possible to have a day-night cycle in your games and simulations:



There is now a downloadable day-night cylce behavior from the extension script page. Additionally, it's now possible to change the color, radius and direction of realtime lights using scripting. The new properties are 'Radius' (for point lights), 'Color', and 'Direction' (for directional lights).

Anisotropic filtering
Added anisotropic filtering option to the advanced materials settings. This is an advanced filtering option for materials. Because it is memory and computationally intensive, and likely slowing down your game, you have to enable it manually for surfaces where it should be applied to. It makes sense to do this for example for grounds or walls with a very detailed pattern on them. Works on Windows .exe and Mac OS X .app platforms.



Fast collision detection for degenerated geometry
Collision detection now also works nicely with degenerated and irregular geometry on all targets. This means that if you are not using the physics engine for movement but the built-in fast collision/response system, you are not likely to get stuck anymore if your 3D world consists of unclean modelled 3d data.

Disable Browser Context Menu action
There is now a free new downloadable action available which disables the browser's menu to appear when right-clicking in a WebGL app. You can download it from the extension website.



Better first person camera touch support on WebGL
First person camera controls now work a lot more nicer on touch devices like phones and tablets, for the WebGL target.



irrEdit options
It is now possible to enable showing CopperCube irrEdit/Irrlicht views. This is basically a property window for Irrlicht Engine properties, where you have some more options for influencing materials and properties of various objects for Windows .exe and Mac OS X targets. It is also very useful when using CopperCube for developing Irrlicht apps.

Other, smaller new features
  1. When scripting and using the function ccbSetSceneNodeProperty(), it is now also possible to set a color using its RGB values, for example by ccbSetSceneNodeProperty(s, "Color", 255, 128, 0);
  2. It is now possible to change the background color of the scene using scripting. Use 'BackgroundColor' of the root object for this.
  3. It is now possible to change the fog color of the scene using scripting. Use 'FogColor' of the root object for this.
  4. WebGL client now again shows details of errors if a specific file could not be loaded.
  5. Various small bug fixes and improvements
  6. Added translations:
    - Farsi
    - Hindi
    - Chinese
    - Polish
    - Czech
    ...

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