Suddenly, like a spring breeze, thousands of pear trees bloom. After two months of effort, from autumn to winter, Galacean Engine has finally ushered in the release of version 0.6.
What are you waiting for? Come and try it out!
Added offline baking toolkit. In the previous PBR art workflow, both developers and art developers found it difficult to get started with the entire rendering process due to the complex concepts of PBR and the fragmentation of art resources like IBL baking and diffuse spherical harmonics baking. Therefore, we developed an offline baking toolkit and integrated it into the editor and glTF Viewer. By uploading to the editor, you can bind environment maps, and processes like IBL offline baking and diffuse spherical harmonics baking will be automatically handled. Even if you are a beginner, you can easily get started. Additionally, we have implemented offline baking, HDR rendering, and color space correction on the rendering side, making the PBR rendering effects more realistic than before.
Since the editor is not yet open, developers using the engine directly can use the glTF Viewer, dragging HDRI maps into the glTF Viewer to get the baked results.
Added physics system. Introduced PhysX compiled by WebAssembly as the underlying physics system and designed a multi-backend architecture. Therefore, we made a reasonable BreakingChange adjustment to the physics components. Under one set of interfaces, we implemented Physics-Lite (lightweight version, not dependent on PhysX, simple functionality) and Physics-PhysX (advanced version, capable of complex physical effects) two physics packages. The former is based on the legacy physics system from version 0.5, and the latter is based on PhysX 4.1, compatible with both heavy and light physical scenes. Developers only need to configure during engine initialization, and do not need to worry about which backend physics package is used during subsequent development. Besides the interface refactoring, Physics-Lite has also been upgraded functionally, supporting the combination of multiple ColliderShape
. In the future, we will mainly develop Physics-PhysX and moderately enhance the functionality of Physics-Lite to support lightweight applications.
The editor is also fully adapted to the latest physics components, adding a UI list function to add multiple ColliderShape
in the same collider:
Detailed interface design and architecture can be found in the Wiki (https://github.com/galacean/engine/wiki/Physical-system-design). In the future, we will release a series of technical articles introducing PhysX and the architecture of physical components on platforms like our official account, including "Physics Part Two: Multi-backend and Component Architecture Design" and "Physics Part Three: Implementing Lightweight Collision Detection Algorithm Package".
New Input System. This system has been a long-missing part of the engine's functionality. Previously, developers reported that the code for implementing interactions like clicks was quite cumbersome. The brand new input system in v0.6 will significantly reduce the amount of code needed to write interactive features. It supports Pointer type events, bridging the gap between mouse and touch events, and can meet common interaction needs such as clicks and drags. Additionally, it adds responses to interaction events in the lifecycle functions of script components, simplifying the cost of registering input events. Mouse wheel (Wheel) and keyboard (Keyboard) events will be supported in future versions.
PrimitiveMesh
has added the createCapsule()
method, allowing for quick and easy creation of capsules.getPixelBuffer()
for Texture2D
, RenderColorTexture
, and RenderColorTexture
have added the miplevel
parameter, allowing you to specify the texture level to read pixels from.Camera.render()
method has added the miplevel
parameter, allowing you to specify the texture level to render.ModelMesh
now supports more UV channels and vertex colors.getCurrentAnimatorState()
, allowing you to get the current animation state being played.rotateAxisAngle()
method.For more details, see the Change Log: https://github.com/galacean/engine/releases/tag/v0.6.0
We welcome everyone to star our GitHub repository. You can also follow our subsequent v0.7 plans at any time, and you can raise your needs and issues in issues. Developers can join our DingTalk group to discuss and explore some issues with us: