What’s new

We have launched a new Sceelix update, version 0.8.4.0!

This update introduces several novel features and fixes to all three supported platforms: Windows, Linux and Mac. You can download the new version on the downloads page.

Major Introductions

There have been some exciting additions to the Sceelix Graph Editor! In addition to executing the whole graph (which was possible by double-clicking anywhere in the canvas), it is now possible to limit the execution of the graph up until a certain node or port by simply double-clicking it. We call this selective execution. Doing so allows for better inspection, testing and management of graphs, since one can see what each part of the graph does and how it contributes to the result.

SelectiveExecution

 

This new features comes with some changes to the graph design. Hovering and selection of edges and visual ports now affect their shape, instead of their color. This leaves space to use colors to demonstrate what parts of the graph are running or have been executed – including nodes, edges and ports.

Graph coloring also introduce a new interesting feature: entity trailing. By clicking an object on the 3D Viewer, you can see which nodes, edges and ports it went through. This will certainly help in figuring out which nodes affected a certain result.

EntityTrailing

Executing graphs has also become easier and faster through the new “Cache option, which is available to source nodes – those without inputs. If such an option is enabled, the node will store the results associated to the set of parameters and simply return a copy of them next time they are executed. As a result, execution can get much much faster, especially for heavier operations!

This release also introduces some new operations. The “Prismify” parameter (in the Mesh Modify node) now features a “Skeleton” option, which is useful to build complex roof-like meshes from the straight skeleton of the polygon. The new “Mesh Clip” node can perform boolean operations between faces lying on the same plane, such as addition, subtraction and intersection. “Star” and “Cone” are two new types of mesh primitives that have been added to the “Mesh Create” node. The “Mesh Divide” has a new “Size” parameter that allows meshes to be partitioned into sets of limited vertex or face count (especially useful to port meshes to Unity or other engines).

NewOperationsStarClipSkeletonSquare

Small additions and bug fixes:

Some fixes have been made to the UI. Window menus now respond correctly to hit testing and the escape key. The 3D Renderer now offers better control of the 3D Camera (allowing for vertical 360º rotation) and more robust mouse picking abilities for complex geometries.

The format of graphs has been optimized, resulting in file size reductions up to 40%. File parameters have also been improved, now supporting URL as resource paths, too.

Some small parameter additions and fixes were performed on existing nodes, such as the Mesh Merge, Mesh Modify and Mesh Save.

There have been some changes to the C# API as well, so as to introduce more consistency to the way procedures are called and inputs/outputs/parameters are set and used. We have also introduced some helper classes to facilitate the use of some mesh and actor procedure functions (and more will come in the future). The C# sample projects have been updated to reflect these changes.

For a complete and more detailed list of changes and fixes, please check the downloads page.

We have launched a new Sceelix update, version 0.8.3.0!

This update introduces several novel features and fixes to all three supported platforms: Windows, Linux and Mac. You can download the new version on the downloads page.

Major Introductions

This version introduces a revamped Unity plugin, introducing many new features, export of many data types and overall improved performance and robustness.

unitywindowIt starts with a new look of our plugin, now in the form of a Unity Window. This allows for a better view of the connection status, as well as the customization of connection properties and generated items. The socket connection between Sceelix and Unity is now more robust, reconnecting automatically if interrupted and disconnecting automatically in order to prevent Unity hangs. Code has been better organized, so that it easier to follow. Engine and editor references are now better managed to avoid project build issues.

Generated data from Sceelix is now grouped under a parent item with the graph name. By default, re-executing a graph will cause this item and its children to be removed and replaced with a new set of objects. A result can be persisted by simply unchecking the “Remove on Regeneration” flag of the parent object. Physical asset generation (Textures, Materials, Meshes) is now optional – by default these assets are instantiated and stored at the scene itself (instead of the SceelixAssets folder), making the whole instantiation process way faster when data is received on Unity.

unityallentitiesNow, the export from Sceelix is not limited to Game Object only – all kinds of entities (Meshes, Surfaces, Billboards, Mesh Instances) are now supported and sent to Unity as long as the connection is active. You can (and should) still create game objects if you want to control naming, tags, layers, etc., as well as instantiate components and prefabs. Several fixes to occasional wrong rotations and flat terrain incompatibility were added. New materials were introduced (bump, parallax, transparency) and updated so as to use unity standard shader.

Big steps have been taken towards easy extensibility. Processing new messages, entities, materials and components can be easily implemented with simple function implementations. By simply declaring certain [*Processor] attributes, it is possible to add or even override default handlers (using a priority value), without the need to alter the plugin code directly. These can be added anywhere in the Unity project and will be automatically compiled.

Small additions and bug fixes:

Several robustness improvements and bug fixes have been performed to procedures such as the Mesh Split, Mesh Save, Mesh Material, Surface Placement and Actor Transform.

Parameter constraints are now enforced on an Engine level, not only Designer. Also fixed some issues with directory separators in file parameters.

We have also fixed the “Invalid IL Code” issues that were occurring with some Mac and Linux versions.

The API samples have been corrected and updated, as well as the sample project files.

For a complete and more detailed list of changes and fixes, please check the downloads page.

We have launched a new Sceelix update, version 0.8.2.0!

This update introduces several novel features and fixes to all three supported platforms: Windows, Linux and Mac. You can download the new version on the downloads page.

Major Introductions

This version introduces several improvements and novelties in path and surface generation/manipulation.

We have redesigned the Create Mesh->From Path operation, which now produces much better results, such as for the creation (and texturing) of roads/streets. Together with the  new “Edge Cleanup” procedure (under Path Modify), it is possible to fix some problematic edge connections and hence avoid geometric issues that could happen before. Additionally,  we have developed new “Shared Inset” operation (accessible under Mesh Modify) that performs insets for boundary edges only, which is useful to create sidewalks on road meshes, for instance. Finally, we’ve developed a new Surface Adjust node that allows Meshes and Paths to be beautifully placed on surfaces, as seen in the figure below.

roadsonterrain

There have also been some additions to the Surface Paint node, which is now capable on “painting” paths on terrain.

pathpaintingonterrain

We have also introduced a new, Offset procedure (accessible under Mesh Modify -> Offset (Advanced)) which produces much better results (the standard offset has some issues on some extreme cases).

offsetimproved

All these new features and example have been included in a new, updated sample project.

Small additions and bug fixes:

This version introduces some performance improvements to mesh copying, as well as some extensions to the Path Decompose and fixes to the FBX exporter. Several issues of attribute inheritance (when creating new vertices, edges, faces or even entities) have been addressed in several nodes. Also, some small changes in node naming and categorization have been made, as well as to some entity class functions (for those using the C# API).

We’ve fixed some problems with triangulation, including the visualization of triangles with holes and the handling of some more exquisite cases.

Several GUI bugs that would affect layout configuration, file selection and graph control have been fixed. We have also addressed several issues that could, in some weird situations, cause the Sceelix Designer to crash.

For a complete and more detailed list of changes and fixes, please check the downloads page.

We have launched a new Sceelix update, version 0.8.1.0!

This update introduces several novel features and fixes to all three supported platforms: Windows, Linux and Mac. You can download the new version on the downloads page.

Major Introductions

We have introduced several new 3D import formats, such export-to-fileas FBX, 3DS, Collada (.dae), AutoCAD (.dxf), Direct X (.X), Blender (.blend) and many, many more! The old “Mesh Load” node has been replaced with a new one with the same name, but featuring the whole list of supported formats. This makes Sceelix’s integration with your favorite tools much easier and powerful.

window-performanceWe have greatly improved CPU and Memory performance when processing generated data for visualization in the 3D Renderer. You can now expect much faster visualization of your generated 3D data, better memory efficiency and improved overall graphical interface response when generating large amounts of data!

We have also further improved some interface sections, such as the Log Windowtable
and Entity Properties Inspector, introducing better look, better performance, better organization (and sorting) and better handling of large quantities of messages or properties. No longer should you expect interface blocking or crashing for large scenes or objects.

cabinetThe Project Explorer Window was also cleaned up. It now includes an “Exclude” option (to remove files from the project, but not the file system) and had several of its its icons cleaned up. Also, we added the possibility to use the “Add Existing Folder and Contents” option on the source folder to refresh its contents from the file system. Very handy!

 

Small additions and bug fixes:

We have fixed several bugs within our 3D Viewer, especially on camera handling and render update when viewing dynamic objects (water, fire…).

Regarding the graph nodes and functions, we have made some improvements to the algorithm to place paths on surfaces and fixed some bugs on a few expression functions.

There have also been several other GUI fixes, such as erroneous Layout handling, off-centered windows, confusing error messages, and license management issues.

For a complete list of changes and fixes, please check the downloads page.

 

We have launched Sceelix for the Steam Platform!

This update also introduces several novel features and fixes to all three supported platforms: Windows, Linux and Mac. You can download the new version on the downloads page.

Major introductions

First, and foremost, we are glad to share_steam_logobring Sceelix for the Steam Platform! We will also keep our standard distribution through our site, of course, but for those who prefer to manage their games and tools in the same place, Steam is a very practical and popular solution. You can find it at our Steam Store Page! For those who wish to switch from their current license to the Steam version, please contact us through the usual means.

We have introduced some neat felogin_iconatures to our Designer GUI as well. You can now request a trial license from the application and activate licenses using your Sceelix account credentials. We’ve also introduced a new feedback window (located under the ‘Help’ menu), which you can use to give us quick feedback about your experience with Sceelix and suggestions to improve our software.1472767979_Magnifier

Finally, we’ve introduced GUI scaling, which  works like a “Zoom” feature (as in a browser). This is useful to work on Sceelix in small resolution monitors or very large ones (like 4K).

Small additions and bug fixes:

We have fixed some small bugs in the procedural libraries and added some more code samples to the API zip, explaining how some entities can be used.

We have addressed some issues in MacOS, such as incorrect layout resizing and first-time caching processes.

Now that our Unity Plugin has been released on the Unity Store, some very small structural changes were also made.

For a complete list of changes and fixes, please check the downloads page.

We have launched a new Sceelix update, version 0.7.2.0!

This update introduces several novel features and fixes to all three supported platforms: Windows, Linux and Mac. You can download the new version on the downloads page.

Major Introductions

FBXVRMLWe have introduced two new export formats, fbx and vrml, which are available at the already existing “Mesh Save” node. At this moment, the export functions focus on saving meshes carrying color or single texture materials, but will be extended for other types of entities and materials in the future.

CameraView

As requested by many users, we have improved the camera navigation within our 3D Rendering Window. It is now possible to pan the camera view, as well as rotate it around a framed set of objects. For those familiar with Unity, we adopted the same mouse and key configurations. We will be updating our documentation accordingly.

FileAccess

Several file/folder path functions have been added to the parameter expression editor, which are especially useful to edit and manage file names for import and export.

Small additions and bug fixes:

We have restructured our Unity Plugin, so that the files are now fully contained in a “Sceelix” folder. We have addressed also a few issues that would lead to errors when trying to build the Unity project to an external application.

The Data Explorer Window has been heavily optimized, not causing slowdown or freeze for large amounts of listed items. This explorer is now part of the “Complete” layout, now the standard Sceelix layout.

There have also been several other GUI fixes. Logging has been cleaned up and our windows installers and uninstallers have been digitally signed.

For a complete list of changes and fixes, please check the downloads page.

TuxWe are glad to announce that Sceelix is now available for Linux! You can download the latest version (same as in Windows and Mac) on the downloads page.

We have launched a new Sceelix update, version 0.7.1.0!

This update applies to the Windows and Mac platforms, as we still do not have support for Linux versions yet. It addresses some rather annoying issues with keyboard input and the Designer GUI, as well as some other minor Engine and Designer bugs.

For a complete list of changes and fixes, please check the downloads page.

We have finally launched Sceelix for Mac OS!

This release also includes several changes for the Windows version that considerably change the installation and structure of our Software. You can download the new version on the downloads page.

Major introductionsMacOsLogo

First, and foremost, we are glad to introduce Sceelix for the Mac Operating System! Same procedural generation power brought to a bigger audience. And the Linux version will arrive very soon as well!

SceelixSetup

We have introduced installers for the Windows versions, which already install all the necessary prerequisites! But if you prefer a portable version (in case you can’t run installers or simply you wish to to carry Sceelix in a usb flash drive) we also provide a zippped version!

 

We have introduced a more structured organization of the SceelixFolderTreeSceelix binaries, configurations and extras. We have updated our file extensions, logging methods, layout storage and other definitions for more consistency, applicable to all platforms. Our extras, such as the samples, API and Unity Plugin are now  are now extracted through the GUI when accessed for the first time.

 

Small additions and bug fixes:

We have made some small additions and fixes to the Designer GUI , adapted definitions for cross-platform compatibility of Sceelix projects and updated some API sample calls.

For a complete list of changes and fixes, please check the downloads page.

We have launched a new Sceelix update, version 0.6.2.0!

This update applies to the Windows platform, as we still do not have support for Mac and Linux versions yet. You can download the new version on the downloads page.

Major Introductions

RemoteMaterial

We have added  a new “Remote Material” option to the ‘Mesh Materials’ Node, so that materials that exist on a target platform can be used. For now, this allows Unity materials existing on the target project to be applied. All you need to do is indicate the path of the material in Unity and it will be loaded one the mesh is sent there!

SurfaceCombineMerge

We have introduced several new possibilities to surface generation. An “Iterations” parameter was added to the ‘Surface Smooth’ operation in the ‘Surface Modify’ node.  This allows  higher smoothing effect to be achieved in one go. We’ve developed also a new ‘Surface Combine’ node that allows surface properties (height, normals and colors) to be added, set or subtracted from each other. Also, we’ve introduced a new ‘Surface Merge’ procedure that allows translated surfaces to be joined into single ones.

The Log Procedure (and the APILogWindow function) can now accept a type of log (warning, error, question and information) which is now displayed differently in our Log window. This makes it possible to distinguish the meaning of a message without actually having to throw exceptions that terminate the procedure.

 

Small additions and bug fixes:

We have fixed a small issue with our Unity Export , addressed several small issues with the Designer GUI and corrected some Mesh and Surface procedures.

For a complete list of changes and fixes, please check the downloads page.

 

After having a lot of people asking for trials, we have decided to make them available to everyone!

You can request a trial from the usual place.

We have launched a new Sceelix update, version 0.6.1.0!

This update applies to the Windows platform, as we still do not have support for Mac and Linux versions yet. You can download the new version on the downloads page.

Major introductions

APIVisualStudio

This release introduces samples for Sceelix’s C# API, divided into two Visual Studio projects. The first one – MyNewEngineLibrary – shows how to develop plugins to the Sceelix Engine, such as
new procedures, functions, entities and other features. The second one Shows how to call Sceelix Engine Libraries from an external application. With this, you could load and execute graphs and use them inside your own projects, such as games, so as to achieve load and runtime procedural generation!

We also included Visual Studio templates for Sceelix procedures, such as to ease their creation.

Sampling

We have added a new graph example to our Sample collection, which demonstrates shows how meshes can perform sampling from underlying terrains, so as to decide what  kind of structures to build in that location. It also shows that surfaces can be used not only to store and display displacement/height  data, but to store color (and normal) data, even on flat surfaces.

We have also made some updates to the Sceelix Software Agreement, so be sure to check it out.

Small additions and bug fixes:

We fixed several small issues with the Designer GUI, corrected some Mesh procedures and refactored some Core elements that will bring more flexibility and performance in the future.

For a complete list of changes and fixes, please check the downloads page.

SceelixLaunch
Sceelix Early Access version was launched!