Power Render Personal Edition description
Power Render is a general purpose game development API for C++
Power Render is a general purpose software development kit for games and 3D visualization. In addition to providing an API for developers, several tools are provided for artists for building content and previewing models in realtime from Autodesk's 3ds max, Alias Wavefront's Maya, and Newtek's Lightwave.
The new version can also preview content using HDR rendering and supports the OpenEXR file format so it's fully compatible.
This is the core file with all tools, documentation and C++ Libraries. Visit to download the rest of the SDK which includes examples, exporters, and sample content. Over 50 working C++ examples of varying difficulty are provided to demonstrate various aspects of the product and get you started right away.
Power Render provides a wide range of graphics algorithms in a higher level API which can be used instead of DirectX or OpenGL, while still providing low level access to the hardware if needed.
Key functionality includes shader support up to SM 3.0, CG, HLSL, or assembly
, a variety of shadow methods, texture formats, terrain and BSP rendering, full screen graphical user interface design, C++ like scripting language, collision detection, audio and input device support including force feedback from companies such as Logitech and ActLabs, character animation using skinning, tweening, or keyframing.
Power Render 6 now has built in physics capabilities for simulating objects with real world properties. Simple or compound objects with multiple rigid bodies and joints can be created. Ragdoll support for characters is provided along with an editor for adjusting skeletal geometry and physics properties.
Requirements:
· DirectX 9, 3D Card
Limitations:
· Some limited functions
What's New in This Release:
· Fixed physics heightfield class which wasn't being exported from DLL.
· Fixed force feedback example which wasn't loading FFE files from correct directory
· Fixed bug in force feedback effects being released.
· Added ability to change HDR bloom and star scale factors
· Modified default HDR light settings for better results
· Added ability to change the default terrain patch size. You can change the following values:
· PR.Settings.TerrainSplatPatchSize = 64;
· PR.Settings.TerrainPatchSize = 16;
· The value should be a multiple of 8 and have limits. If you are using .FX effects on terrain materials which generate UV coordinates, TerrainPatchSize can be larger (ie 64), but normally the value should be 8 or 16 to work properly.
· Fixed vector crashing bug with console history
· Added SetVertexShaderOverride and SetPixelShaderOverride to PREngine class to allow overriding shaders from materials
· Fixed a number of bugs in Landscape Studio when creating new levels
· Modified engine package to use DDS textures for faster loading
· Fixed bug in terrain culling to improve speeds