Game Development Community

dev|Pro Game Development Curriculum

pureLIGHT 1.6 has been released

by David Chan · 12/17/2010 (9:02 pm) · 5 comments

Here are the release notes:

preLIGHT
-Lots of speed optimizations to unwrapping and converting files
-Preliminary support for importing in .dxf, .x, .3ds, and .obj files
-Improved Collada import support greatly
-Fixed some material assignment bugs when combining multiple meshes/materials together
-On maximum lightmap size violation it now searches for a texel size that will satisfy the limit
-Texel size optimization is better at finding an optimal size now

pureLIGHT
-Numerous render speed optimizations
-Light range can now be controlled independently of power
-Put in a mouse movement speed cap
-Added in an option for scaling the transform gizmo size
-Fixed some cases where add light didn't work

Download the update from your account.

About the author

Got my start at BioWare in 1999. First project was MDK2 and last project was Mass Effect. Since then I've worked on indie titles and other games like Prey and Splinter Cell. Got my start at pureLIGHT late last year as the Product Manager.


#1
12/17/2010 (11:05 pm)
Thanks, Dave. Do you already know when this latest 1.6 version will be up in the Torque store?

Can't wait to give this a try, pureLight is becoming more and more robust. It makes me want to create a new game that I can light. :)
#2
12/18/2010 (12:12 am)
Nice one, Dave!

@Konrad
Might be a while, lone webmonkey keeping the server running ...
#3
12/18/2010 (12:43 am)
@Steve: You're right. I'm just eager to play with this. :)
#4
12/18/2010 (1:08 am)
thanks David.
#5
12/24/2010 (6:17 am)
And she's up!
Thanks all!
:)