又到了6月30日,该发布KlayGE的新版本了。这半年来我能放在KlayGE上的时间比以前更少了,所以这个版本的新功能比较少,重点在于性能优化和解决一些积压已久的问题。在这个过程中,有很多朋友提供了宝贵的建议和bug报告,在此表示感谢。
How time flies. It’s 6/30 again. It’s time to release a new version of KlayGE. In the past 6 months, the time I can put on KlayGE is less than before. Not much new features in this release, majorly on performance improvement and some overstock issues. During this development cycle, many users provide great suggestions and bug reports. Thanks again for all your helps.
KlayGE 4.17的主要更新如下:
The highlighted features of KlayGE 4.17 are:
引擎方面的改进
Improvements in engine
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新增XInput输入插件。
New XInput input plugin.
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新增通过GPU实时生成mipmap功能。
Add a new component to generate mipmap by GPUs in real time.
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可以导出场景中的骨骼动画。
Enable to export skinned mesh from scene.
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性能优化
Performance optimizations
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D3D12插件比上一个版本快了10%。
D3D12 plugin is 10% faster than previous version.
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在必要的时候用unique_ptr替换shared_ptr来提高性能。
Use unique_ptr instead of shared_ptr to improve performance when possible。
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大量增加final和noexcept,让编译器可以生成更优的代码。
Add a lot of finals and noexcepts to allow compiler to generate better code.
工程方面的改进
Improvements in engineering
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所有第三方库都可以直接从原git下载,并在编译之前打上补丁。
All 3rd party libraries can be synced from their original git repository, and patching them before building.
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引入C++20 format库。
Introduce in C++20 format library.
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支持使用clangcl编译。
Enable to build by clangcl.
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通过CMake module的使用来简化工程之间的依赖。
Use modern CMake module to simplify dependencies between projects.
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把大量对第三方库的补丁推回原repository。
Push a lot of patches to 3rd party libraries to their original repository.
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减少boost的使用。
Reduce the usage of Boost libarary.
其他改进
Others
KlayGE 4.17仍然使用双协议:开放源代码的GPL和封闭的KlayGE Proprietary License(KPL)。详细情况请见
Licensing。
KlayGE 4.17 is still in dual licensing: A open source license GPL and a proprietary one KlayGE Proprietary License (KPL). Details in
Licensing.
You can download KlayGE 4.17 here.
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