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What's New in Virtools Dev 2.5
With the new Virtools
Scripting Language (VSL), Virtools Dev 2.5 is poised to make
your interactive 3D production faster and smoother than ever. Dev
2.5 boasts many new features, improved documentation, and numerous
optimizations and bug fixes.
New Features of Dev 2.5
Virtools Scripting Language
VSL
(Virtools Scripting Language) is a powerful scripting
language that complements the Virtools Dev Schematic editor and
the Virtools SDK with an intelligent coloring system, context-sensitive
completion and function arguments display. VSL scripts can be
processed at run-time or in Author mode. VSL offers full debugging
mode with breakpoint support, watchable variables with value editing,
and step by step debugging (also step into/out support).
- For programmers, VSL is an interface to the SDK from
within Dev. With no need to create a C++ project, you
can easily and quickly test new ideas and implement custom code,
without custom DLLs.
- For scripters, VSL is ideal for replacing complex
parameter operations (math calculations, string operations)
and creating advanced behavioral scripts.
VSL is also a very efficient way to finalize media, to perform
batch operations in just a few lines of script, to achieve innovative
visual effects, and more...
Interface
Virtools
has added a number of new features to the Dev interface to improve
workflow, leaving you free to concentrate on creating outstanding
content with game-like interactivity. Some of the highlights:
- Variable Manager
that save Virtools Dev default or user-defined settings in a
Virtools Dev configuration file or in the composition itself,
and Variable Manager values can be referenced in the schematic.
- Undo
of actions in the Schematic and 3D
transformations in the 3D Layout, with a user-
definable number of undo steps.
- Replace:
the "Duplicate names found" dialog box allows the
replacement of media (Mesh, Material, Character, Character animations,
Texture).
And also:
- Position and size of the windows (3D layout,
Managers, Schematic, Setups) are saved in the composition.
- Creation of multiple links from several
Parameter In/Parameter Out from/to multiple local parameters.
- Building Block input/ParameterIn creation
when dropping several output on building block/Behavior graph.
- Multiple behavioral link creation: links
are created from the behavior inputs/outputs selection.
- Edit priority for multi selection behaviors.
- Scene filter in schematic allows you to
see only the scripts that belong to the current scene.
- Attribute and attribute value can be copy/pasted
from an object setup to another object setup.
-
Fast
building block insertion in schematic via a
combox box using keyboard completion.
- Multiple shortcut creation from a single
local parameter and automatic sharing of similar local parameters
via conversion to shortcut.
- Keyboard shortcut (T) to add/remove target
parameter on selected building blocks.
- Schematic breakpoints are saved with behaviors/script
and are copied when copying behaviors/script.
- Schematic Comments size can be reduced to
an icon.
- Texture and 2D Sprite system memory caching
combo box added in the corresponding setups when using "external"
save option.
- Direct script execution without being in Play mode
via the contextual menu.
Building Blocks
The most important addition to Dev 2.5 is the VSL building
block, but notable addition and modifications include:
- Create Blended Animation 2: a new building
block to create blended dynamic or static animation at runtime.
- Multi Collision Detection: building block
has been modified
- Unlimited Controller: detection offset setting
added to process floor constraint.
- Texture Render: You have the option of copying
the texture into system memory to allow saving screenshots for
example.
- Floor Slider: Constrain an object to the
floor boundaries with a given radius.
Documentation
- Each building block documentation has a link to a sample CMO
file showing typical use, following its description.
- Better organization of information.
- Sections on Behavioral Objects completed.
- More full fledged demos added to the Virtools Minisite
- Whitepaper section added to the Online Reference covering
interactive 3D media topics and technical issues.
Rendering Engine
Following up on Dev 2.1's DirectX 8.1 based Rasterizer
for the Render Engine:
- Clear and Back To Front times added in the
time profiler.
- Texture Stage States cache to avoid redundant
calls (DX7, DX8, GL)
- Textures and sprites system memory caching
method can be controlled.
- Hint to allow Dynamic Procedural Texture,
where available.
SDK
As well as filling in some of the gaps in the SDK documentation,
several new possibilities are available to programmers in Dev 2.5.
A few examples:
- CKTexture and CKSprite:
2 new methods to access the video memory surface pointer:
LockVideoMemory / UnlockVideoMemory.
- CollisionManager::ObstacleBetween method added.
- CKContext::CreateObject now support "replace"
mode.
- Changed CKAnimation::CreateMergedAnimation to be able
to generate dynamic animations.
- VxFile class added to handle platform independent file
access.
- VxBigFile class added to allow read/save of packed
files.
- VxLog and VxLogListener classes added to ease debugging
output.
- XNTree Class added for n-ary tree, with 2 templates
types (internal nodes and leaves).
- CK_OBJECT_NOTTOBEDELETED flag added: the object will
not be deleted at ClearAll.
- New dynamic cast operator in the CKObject and all derived
classes (::Cast)
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