Aug 30, 2024
CopperCube 6 Game Engine - Ambiera
This update includes new features and minor bug fixes.

Changes:
  • DPI aware windows games
    The windows .exe game app now is DPI aware: On HDPI screens, the game app now looks more clear, and its window size also respects the scaled resolution size.
  • Custom windows .exe binaries
    Under Tools -> Publishing Settings -> Windows .exe -> Custom Windows Binary, you can now use custom windows .exe binaries for generating games. There, you can select a custom Windows binary which the editor will use to create your app.
    It can have extended or modified functionality. You can likely soon download modified binaries from the internet, or create them yourself using C++ and the source code which is available in the Studio edition of CopperCube.
  • Component icons now are HDPI compatible and look also nice on larger resolutions
  • Lots of small improvements everywhere


CopperCube 6 Game Engine - Ambiera
Hi,

CopperCube 6.6 is available now, including some new features and minor improvements everywhere.
It includes:

  • Dark Mode support
    CopperCube now has an (experimental) dark mode, which can be enabled under Tools -> Options. It's not perfect (some controls like scrollbars and menus still have the default theme) but it's a start.



  • Customizable icons
    All icons in the editor can now be customized and now have an alpha channel. They are .png icons located in the \icons folder of the editor.

  • Android Studio Electric Eel compatibility
    Updated the source code for the Android client to be compilable with the latest Android Studio (Electric Eel)

  • Splitscreen, Animation Scripting and more
    thanks to just_in_case's contributions!
    Lots of new scripting functions for the editor and Win32/macOS player for doing Splitscreen, animation scripting, key emulation, mouse cursor positioning and more, contributed by by Vazahat (just_in_case).
    See the 'advanced' section in the JavaScript scripting reference for details

  • WebGL code generation fixes
    Minor bug fixes and improvements in WebGL rendering code The installer is now dpiAware (meaning it also scales on highDPI screens) and supports many more languages

  • Lots of small improvements everywhere

Hope you like it!

Dec 3, 2021
CopperCube 6 Game Engine - Ambiera
Version 6.5 of Coppercube 6 is now available, with HighDPI support, support for large scripts, new scripting functions and more. Details here:
  • HighDPI support
    CopperCube now works nicely on HighDPI displays.



  • Faster frame rates
    You can now set a wanted frames per second value in the Windows .exe and MacOS .app publishing targets. Previously, this was set to 60 fps fixed,
    but if you want more, you can now also set a value like 120.
    Note: Most behaviors and physics expect a default frame rate of 60, so if you increase the value, you likely have to adjust your jump speeds and similar to fit this new frames per second value.



  • Support for large scripts
    If you edit and use scripts directly in the editor, there was a previous limit of 64KB of code for example inside of actions.
    CopperCube now supports an unlimited amount of size of code in internal editors as well.
    (Although 64kb ought to be enough for everyone, of course)



  • The biggest change to notice is the "create 3D element" toolbar on the top of the editor which now shows the labels by default.
    But also many other windows have been adjusted and updated.



  • new scripting functions:
    - ccbLibFileDelete() deletes a file
    - ccbLibFileExist() tests for the existence of a file

  • Scripting function updates:
    - editorImportAnimated3DMesh() now returns a reference to the imported node
    - editorImportStatic3DMesh() now returns a reference to the imported node

  • The editor now supports a new command line parameter, named 'importanimated', which makes it possible to import animated meshes from the command line.
    Use for example
    CopperCube -importanimated:somefile.fbx -save:myscene.ccb -quit
    to import an animated .fbx file into CopperCube via command line.

  • resolution Command line parameter
    The Windows and Macos client now supports an additional command line parameter "resolution".
    This forces the application to use the given resolution or window size. Use for example -resolution:800x600 for a resolution of 800x600

  • Updated Android client to API level 30
    APKs generated with CopperCube are now using API level 30.
    This also includes a mandatory additional signing step for creating APKs (APK Signature Scheme v2), which means that you might need to install or update additional build tools from your Android SDK manager.

  • Fixed a problem causing action handlers and scripts to be executed sometimes when opening a file by double-clicking it.
    In most cases, this didn't cause any problems, but sometimes, it would change the scene for one frame.
    This is no longer the case.

  • On macOS, the generated app now finally also supports highDPI screens

  • Windows 11 support

  • Steam support plugin dll is now also 64 bit

  • Update for the swedish localization thanks to Alexander S.

  • Added some some detail how to create Android App Bundles to the documentation using CopperCube Studio edition

  • Added improvements to nearly all translations created by Just_in_case

  • Please note: The .ccb file format has changed slightly since version 6.4, and CopperCube 6.4 cannot open .cbb files saved with version 6.5 or newer.
    (CopperCube 6.5 and newer can of course always open every .ccb file saved with any older version.)
    So just to be sure, it is always a good idea to make a backup of your project before moving to a new version.

  • Various fixes when importing 3D files and textures

  • Fixed translation missing for some UI elements like perspective button
CopperCube 6 Game Engine - Ambiera
This update moves CopperCube to 64 bit, includes several smaller updates and fixes, and removes some obsolete features:

64 bit editor
The editor is now a 64 bit app. 32 bit is no longer supported.
CopperCube runs faster this way now and also is able to support much bigger projects.
If you need 32 bit, please use CopperCube 6.3 or older.



64 bit Windows apps
Generated Windows .exe apps are now 64 bit (instead of 32 bit previously).

Improved macOS .app generation
When MacOS Apps are generated from CopperCube in Windows, the .app file will now be bundled as .zip file automatically. It can be sent directly to macOS users and be run that way.
It's no longer necessary to manually set execution flags using chmod or similar.



Nicer system() command execution
The scripting system() command has now a second optional parameter, which when set to 'true' causes no console window to appear anymore when run on windows.
Instead of
system('notepad.exe');

you can now type
system('notepad.exe', true);

in order to not have the console window popping up when running the command.

64 bit macOS apps
All generated MacOS apps are now also 64 bit.

File import via script
Importing static and animated meshes into the editor is now possible via scripting using these two new functions:

editorImportStatic3DMesh(filename);

editorImportAnimated3DMesh(filename);


Resortabe actions
Actions can now be re-arranged in the editor. This is especially useful, since actions are executed in the order they appear in the list. Simply right-click onto an action in the action editor, and select "move up" or "move down" for this.



Stopped macOS editor support
There is no longer a MacOS version of the editor available.
The Windows version of CopperCube can still generate macOS apps, though.
If you need a macOS version of the CopperCube editor, please use version 6.3 or older.
The reason for this is that Apple no longer supports OpenGL ("deprecated") and Carbon ("deprecated") and unfortunately generally appears to have a terrible strategy regarding backwards compatiblity. Most of the time developing CopperCube was spent working around bugs introduced in newer MacOS versions. So removing macOS editor support will cause development to start catchup a bit faster again.

Removed Oculus Rift Support
Oculus Rift VR support was removed. CopperCube only supported an older DevKit of this anyway.

Various fixes when importing 3D files and textures

Fixed inverted colors when importing DDS files
Fixed crash when importing obj with invalid material file
Fixed a bug causing CopperCube to crash when importing Blender .blend files with no parent
Fixed a bug causing CopperCube to crash when importing Blender .blend files without set material
CopperCube 6 Game Engine - Ambiera
There is now a roadmap available for CopperCube Game Engine:



It is basically a list of features which will or might be added in a future update, visible with their progress of implementation.

It can be viewed here.

If you have an important feature which you think is missing on there, just let me know.

Have fun creating your games!
CopperCube 6 Game Engine - Ambiera
CopperCube Game Engine 6.0.2 is available now.


This update mainly improves the Android platform target:
  • Google Play Store compatibility
    The used Android version SDK is now 26 instead of previously 8.
    This means apps can now again be uploaded to the google play store, which wasn't possible since a few days after Google set 26 as mandatory limit now. The minVersion is still set to version 8, meaning your app will still run on old Android devices.

  • Moved to Android Studio
    The android source is now an Android Studio project and no longer Eclipse based. It is encouraged to update to Android Studio if you are still using Eclipse. If you still want to continue using Eclipse, you'll still are able to use the .java source code which can be found in the folder app\src\main\java



  • Other, smaller changes
    - Fixed problem displaying "Invalid APK" when creating Android Apps with some unusual app names
    - Progress dialog when calculating lightmapping or adding textures is now much nicer in Windows 10
    - Fixed problem causing long lines of error messages sometimes to be cut off after publishing an app
    - Fixed a bug where the editor won't correctly store the android version code in the publishing settings

Have fun creating your games!
CopperCube 6 Game Engine - Ambiera
CopperCube Game Engine 6.0.1 is now available.


This update includes some improvements and fixes for some minor bugs of the 6.0 release:

  • Better selection indication
    Selection highlighting in the scene graph explorer has been improved: When selecting a 3d object in the view, the object is also now scrolled too in the scene graph explorer. Also, when selecting multiple objects, the selection is much better reflected between explorer and 3d view now.

  • Larger Debug console
    For the Windows and macOS target, the debug console is now a bit bigger and is able to show longer lines of text. It also now re-adjusts itself when the window is resized.



  • Improved restart scene action
    Previsouly, the 'Restart scene' action would not reset altered fog and postprocessing settings. It now does, and also fixes a problem where restarting a scene would set the background of a scene to gray by default.

  • CopperCube now warns if PostProcessing is enabled together with the Anti-Alias feature on D3D9, since they can't be used together at the same time. It will disable anti-aliassing now for this by default.

  • Various minor improvements and tweaks here and there.

A bigger update with more new features is already planned as well.
Jul 13, 2018
CopperCube 6 Game Engine - Ambiera
CopperCube 6 is now available on Steam. For upgrading from Pro version 5, see below. Here are the detailed changes in version 6:

  • CopperCube is now free
    Coppercube is now free. No more limited amount of scenes, no complicated licensing terms. From now on, you can use CopperCube for free to develop your games, and sell them, publish them on Steam, any App Store, your website or what every you want to.


  • Post-Processing Effects
    CopperCube now includes an list of built-in post effects which can make your scenes look a lot better: Bloom, Black and White, Invert, Blur, Colorize and Vignette.
    This is one of the few features which are only available in the professional and studio edition. They work on the Windows, Mac OS and WebGL targets. Posteffects can also be adjusted, enabled and disabled during runtime using scripting. See the documentation for this.


  • Full FBX import with Animation
    CopperCube now supports loading all types of FBX files. This also includes animated fbx files, with skinned meshes (as for animated characters). It also searches for textures automatically, if they are referenced wrongly.
    Previously, it supported loading only FBX 2011, FBX 2012 and FBX 2013 files, now it loads all existing formats from Maya and Max created with the FBX plugin, and in addition these: AutoCAD (>=2011), MotionBuilder (>=5.5), Flame (>=8), Inferno (>=5.0), Smoke (>=6.0), and Revit Architecture(>= 2009.1)


  • New lighting system
    CopperCube now uses a new lighting system which makes it possible to use much more bright lights (up to 4 times brighter). If you are working on a project with an older version of CopperCube, note the following:
    - The editor will automatically convert your color and light settings to the new system. But be sure to make a backup of your project before.
    - If you used static lighting in your project, it will likely now look a bit different. You need to recalculate the lighting for all your scenes by pressing the "calculate!" button. You also probably need to adjust the radii and colors of your lights a bit after updating.
    - The ambient light setting is now very sensitive. Keep it at low values to make everything look nice.


  • Unified colors and lighting
    In older versions of CopperCube, it could happen that for example if you set specific lights with realtime shadows, your scene could look slightly different on different platforms, like for example on WebGL and the Windows .exe target. This is no longer the case, your scenes will now look the same everywhere.


  • DDS support
    CopperCube now supports DDS files. You can now import these as textures, and they will work on all supported platforms.


  • WebGL 2 support
    CopperCube now uses WebGL 2 when available, and falls back to WebGL 1 if not there. When using WebGL 1, post effects might not look that nice because of it's missing non-power-of-two render target support. In WebGL 2, this is no problem.


  • Loading screen image
    Additionally to the text and background color, it is now possible to select a logo image for the loading screen. In the free edition, this is fixed to be a CopperCube logo, but in the professional and studio edition of CopperCube, you can change or even remove the logo.


  • Multi Selection
    The editor finally supports multi-selection: You can now select more than one object at a time by holding down SHIFT while picking objects (and ALT to remove from selection). That way, you can now move, rotate, scale, delete and modifiy textures and properties of multiple objects at the same time. This works in the 3D view as well as in the scene graph explorer.
    It is now for example very easy to remove or change all trees in a terrain by selecting all of them in the scene graph explorer at once.


  • WebGL automatic pointer lock
    The new 'Use pointer lock for FPS cameras' option in the publishing settings enables FPS cameras in your game to automatically use the pointer lock feature which is offered by most browsers today, even when not run in fullscreen mode.


  • Freeze Scale command
    There is now a new built-in command for freezing the scale and normalizing the normals of meshes. This is useful if you have different sized models in your scene and want to have them all the same size, without a scale applied to them. Using this makes it simpler to calculate collisions between such objects, improves performance with physics and lighting.

  • Freeze Scale command
    There is now a new built-in command for freezing the scale and normalizing the normals of meshes. This is useful if you have different sized models in your scene and want to have them all the same size, without a scale applied to them. Using this makes it simpler to calculate collisions between such objects, improves performance with physics and lighting.

  • Improved skinned mesh player
    Coppercube now also supports displaying skinned meshes correctly such as animated characters when they have have duplicated vertices, for example with different UVs or Normals.

  • Better Wireframe mode
    The wireframe mode view is now much more usable in the editor: All mesh wires are now drawn white, instead of shaded by their texture and light previously.

  • Usable folder nodes - finally
    Folder nodes now store their open/close state in .ccb files

  • Automatic DirectX installer
    If the users of your game don't have DirectX, or not the correct version installed, CopperCube generated Windows .exe files will now detect this and can install DirectX automatically, so the game will now run everywhere. To enable this feature, just enable the new "Include and run DirectX Installer when needed" option in the publishing settings: This will create a subfolder named "dxredist" for your app which includes the DirectX installer. When you distribute your game, be sure to include this. The game will automatically run the installer if needed. For details, see the documentation under "Windows (.exe) target -> Making sure it runs on your users systems"


  • Scene Metrics tool
    The scene metrics tool, previously only available in the professional edition is now usable for everyone (which means for CopperCube 6 also in the free edition).

  • Nicer User Interface
    The user interface of the editor has been modernized quite a bit. It looks a lot cleaner and more modern now, and it should be more easy to find the right tools now.


  • More terrain generation options
    There are now a few more options to generate an initial terrain, like the possibility to select more than one texture for grass distributed over it. Also, the default textures and settings for terrain are now a bit nicer.


  • Scene Metrics tool
    The scene metrics tool, previously only available in the professional edition is now usable for everyone (which means for CopperCube 6 also in the free edition).

  • Lots of performance improvements
    The whole code base was modernized and improved, and updated to use a more modern compiler toolset, resulting in performance improvenments everywhere.

  • Updated Lightmapper
    The lightmapper for calculating static lightmapping has been updated and improved a bit. Some of the default settings have also been updated a bit, for example it now uses a bigger resolution and ambient light by default.

  • Improved OpenGL renderer
    CopperCube mainly uses Direct3D, but can also use OpenGL on Windows and Mac OS. This OpenGL renderer has been improved:
    - OpenGL vegetation rendering is now also supported
    - 2D Font rendering now is also working the same in the editor as in Direct3D
    - Texture filtering on terrain is now much nicer
    - Several performance improvements

  • Rotation correction tool
    The animated models editor has now a new command to correct the rotation of imported, animated 3d models. If, for whatever reason your imported 3D model is for example laying instead of standing up, you can set a correctional rotation in this to fix this for all models in your project.

  • Improved WebGL font rendering
    2D Text drawn using for example 2D Overlays in WebGL now is much more readable and sharper. Blurriness which occurred on some browsers has been removed now.

  • Automatic clip prevention for FPS camera children
    If you have a weapon, a hand or something similar attached to your FPS camera, so that it looks like this is part of the player, these models are now automatically prevented to clip through walls and other objects. The FPS camera behavior has now also a checkbox to enable/disable this feature, named "DisableClippingForChildNodes" which is on by default.


  • Node Types via scripting
    It is now possible to query the type of a node with scripting. Use ccbGetSceneNodeProperty(node, "Type"); in order to get a string revealing the type of the scene node, like "mesh", "animatedmesh", "billboard", "camera", "light", "mobile2dinput", "2doverlay", "particlesystem", "path", "sky", "sound", or "water".

  • Flash support removed
    CopperCube no longer supports creating apps for the Flash platform. If you need to create Flash apps, you can still download and use CopperCube 5.

  • DirectX 8 support removed
    Since there is virtually no PC anymore not supporting DirectX 9 at least (and only DirectX 8), support for DirectX 8 was removed.

  • Updated Built-In Textures
    The built-in textures used by the editor have been updated. They now are of higher resolution and quality and look much nicer overall. Create a new terrain for example and see the difference.

  • Modern D3D 11 based renderer preview (in closed alpha)
    Internally, CopperCube now has an additional D3D 11 renderer with support for more modern 3D features.
    It is not public yet, buggy, and still early alpha but will be enabled for public use in an update in the near future.

  • Other, smaller changes
    - The documentation has been updated with new screenshots, tutorials, and of course documentation for all the new and changed features
    - The fallback rendering for reflective surfaces is now much nicer
    - Removed support for software rendering, only OpenGL and Direct3D are now supported
    - CopperCube is now compatible with the latest JDKs (meaning version 9 and 10) as well
    - The background color of the WebGL loading screen can now also be configured. This loading screen also uses now the specified loading logo image.
    - Improved error handling when rendering WebGL on systems with old or incompatible hardware
    - The WebGL platform printing now prints to the developer console if available, instead of logging them as errors in the error console.
    - The icon for cameras in the editor now indicates better where the target of the camera is, by mirroring the icon if necessary.
    - The default texture size of the lightmapper has been increased to create nicer results by default.
    - When importing coppercube scenes or adding prefabs, those no longer can influence or overwrite the global gravity, wind, fog or shadow - settings of the scene.
    - Fixed a bug causing Windows 10 steal the focus of the just published and running Windows .exe app, sometimes
    - Fixed a problem causing WebGL export not to write out all textures under very special circumstances
    - Fixed a bug causing the direction of the "Fly Circle" behavior not to be correct sometimes when loading it from a .ccb file
    - Fixed a bug causing cloned collision behaviors to be always affected by gravity ignoring the setting in the editor
    - Fixed a bug causing videos not to play sometimes if you chain more than two videos after each other in the "OnVideoEnded" slot in the PlayVideo action.

Note that CopperCube 5 still exists and might be useful for some users since CopperCube 6 removed a few features (like for example D3D8 and Flash support). If you want to upgrade to CopperCube 6 Pro, there is a Bundle available, which enables you to you buy CopperCube 6 Pro with a big discount, if you already own CopperCube 5 Pro.
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