转眼又到了KlayGE发布新版本的时候,这次的版本号升到了4.15。虽然这个版本的新功能增加较少,但引入了较多会有较长期影响的修改。在这个过程中,有很多朋友通过github提供了宝贵的建议和bug报告,在此表示感谢。
Again it’s time to release KlayGE 4.15. Although there are less new features in this release, some larger impact modifications are introduced. During this development cycle, many users provide great suggestions and bug reports through github. Thanks again for all your helps.
KlayGE 4.15的主要更新如下:
The highlighted features of KlayGE 4.15 are:
引擎方面的改进
Improvements in engine
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切换到完全的entity-component-system架构。
Switch to complete entity-component-system architecture.
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分离式的shader对象。
Separated shader stage objects.
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多线程编译shader以提高载入性能。
Multi-threaded shader compiling to improve the loading performance.
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DoF效果集成到deferred rendering的框架中。
Integrate DoF effect into deferred rendering framework.
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改进的PBR材质系统。
Improved PBR material system.
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多个预定义的cbuffer以减少渲染开销。
Predefined cbuffer to reduce rendering overhead.
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更加完善的high-DPI处理。
Better high-DPI handling.
工程方面的改进
Improvements in engineering
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所有代码都组织到单个CMake工程里,提高编译速度。
One unified CMake project for higher building performance.
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更多第三方库通过git来管理。
More 3rd party libraries are managed by git.
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可以用Ninja来加速编译。
Enable to use Ninja to speed up building.
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引入zlib和openal-soft等第三方库。
Introduce in more 3rd party libraries, such as zlib, openal-soft, etc.
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使用clang-format来规定代码规范。
Use clang-format to re-enforce the coding standard.
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支持VS2019。
VS2019 support.
其他改进
Others
KlayGE 4.15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 4.15 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 4.15 here.
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