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JULY 2010 RELEASE (v6.48)
ONLY AVAILABLE TO DONORS. WILL BE RELEASED TO THE PUBLIC DURING THE FIRST WEEK OF OCTOBER 2010

3D Rad Editor
  • Objects loaded as part of an addon are now displayed in a different color (in the Object List) and support specific editing features. Also they are now loaded at cursor location.
  • The editor now supports hiding (protection) of specific objects in a project. This feature is only intended for the creation of addons, as described here.


  • G-Force
  • Added acceleration action timer, force occlusion option and ability to generate G-Force object 'imposters' run-time, useful to create multiple explosions that affect dynamics of any object in the scene that supports physics. For an example, please see the demo project called GForceImposters.


  • SkinMesh
  • Added shadow caster projection distance parameter.
  • Fixed animation time parameter not being readable from a script, run-time, when the animation was bone-based.


  • Script
  • Added iObjectSpinSet() function.


  • CamChase
  • Fixed shaking parameter not always working when changed run-time via script.




  • JUNE 2010 RELEASE (v6.47)
    ONLY AVAILABLE TO DONORS. WILL BE RELEASED TO THE PUBLIC DURING THE FIRST WEEK OF SEPTEMBER 2010

    3D Rad Editor
  • Added ability to merge different Group objects into one. You can use this new functonality by linking two Group objects together.


  • 3D Rad Compiler
  • Compiled projects are now generated inside their own unique (time stamped) sub-folder.


  • Imposter
  • Added mesh map support, allowing you to create one imposter for every vertex in a specified mesh (.x file format). For an example of usage, please see the demo project called ImposterMeshMapDemo (run 3D Rad, press Ctrl+O, double-click the project).


  • PathFinder
  • Added internal parameter allowing you to determine, run-time, via scripting or EventOnValue object, when a valid path to the goal has been found.


  • SkinMesh
  • Fixed position snapping to world origin after the SkinMesh files were replaced with iObjectRefresh() script function.


  • 3D Rad v7 - beta!

  • Besides the latest version 6, this update also brings the first beta release of 3D Rad version 7! Version 7 uses the NVidia PhysX engine to power physics, instead of ODE. This means more robust processing (almost zero random crashes!) and a higher number of processed objects, especially on NVidia video cards supporting PhysX hardware processing.


  • You can find 3D Rad v7 in the Start menu. Running 3D Rad by clicking the desktop icon instead will start the version you last launched from the Start menu. Note that version 7 will display "(hw)" in the window title when the video card is performing hardware physics simulation, "(sw)" otherwise.


  • 3D Rad v7 requires the PhysX System Software installed on your system, and on any system running projects created with 3D Rad v7. You can find the PhysX System Software at the NVidia website.


  • This first beta, only supports physics simulation for the default Car object and the default Terrain object. Physics may also work for certain spherical RigidBody objects.


  • Projects that only use the default car, the default terrain and any other object that doesn't require physics, should load and work fine under version 7. Try for example SimpleProject.3dr and ProjectileDemo.3dr


  • The car-simulation provided by PhysX is totally different, allowing a superior friction model and advanced tire and suspension simulation. It also solves common issues like front wheels loosing grip too easily, vehicle tendency to flip over on bends and bending wheels at high speed.


  • When experimenting with the new car simulation, keep in mind that the Trajectory stabilizer parameter is ignored and that the Banking stabilizer is now the center of mass displacement, in meters (for example, 0.75 means that the center of mass for the car will be 0.75 meters lower than the car-body model center.


  • IMPORTANT: NVidia provides the PhysX software as freeware. However, you have to notify NVidia of any commercial application you may create and which is using PhysX. Also, regardless of its commercial status, any PhysX-based application will have to display NVidia logos on the credits screen and elsewhere. Because projects created with 3D Rad v7 use PhysX, the rules above may apply to whatever you create with 3D Rad v7. For more information, please see the NVidia PhysX EULA.




  • MAY 2010 RELEASE (v6.46)
    ONLY AVAILABLE TO DONORS. WILL BE RELEASED TO THE PUBLIC DURING THE FIRST WEEK OF AUGUST 2010

    SkinMesh
  • Added network support. Now, in a multiplayer game, when the project is running on the server, SkinMesh objects that have the same Network ID and are in a project which is running on a connected client PC, are automatically placed at the same location as the SkinMesh on the server. So, for example, if you have a racing game running on the server, and all the SkinMesh objects for the cars (body, wheels etc) synchronized with identical SkinMesh objects in a project running on a client, the user in front of the client PC screen will see the race that is happening on the server. More >>
  • Fixed SkinMesh disappearing sometimes when 'Visible in reflection' option was selected for it and imposters were created.


  • EventOnInput
  • Added network support. Now, in a multiplayer game, when the project is running on the server, EventOnInput objects that have the same Network ID as EventOnInput objects in a project which is running on a connected client PC, will trigger actions on the server, based on the remote user input. So, for example, if you have a tank battle game running on the server, and the EventOnInput objects that control movements for a tank are synchronized with EventOnInput objects in a project running on a client, the client PC user will be able to control the tank on the server. This feature, coupled with the ability to synchronize SkinMesh objects between server and client projects, allows you to create multiplayer games enjoying a productivity which isn't possible with classic game creation systems. More >>
  • Added mouse button detection, allowing you to perform, without scripting, actions when user-made (eg sprite) buttons are clicked by using left, right or middle mouse buttons. For an example of usage, please see the sample project called ClickableButton.


  • Imposter
  • New object type! Run-time clones without scripting! The Imposter object can be used, for example to generate particles where two objects collide. For an example, please see the ImposterObjectDemo project, include to this update.


  • EventOnObjectId
  • New object type! Certain 3D Rad objects expose the identification number (handle) of other objects as internal parameters. For example, an internal parameter of the Scanner object is the ID# of the object that has just been hit by the scan. The EventOnObjectId object will trigger an action (like starting a Particles object or a SoundEffect) as soon as the ID# matches the ID# of a specified object.


  • Script
  • Added iSuperScreenshotSave() function, which saves a screenshot of the 3D scene as tiles. Each tile is an image with the same format as the current display. The tiles can be combined by using a paint program or a specialized tool, to form the original screenshot, as an unique high resolution image.


  • EventOnContact
  • Added 'Ignore collisions that don't involve reference objects' option.


  • TextPrint
  • Added internal parameters allowing you to set the TextPrint object color (rendered text color) run-time, from a script.


  • ConfigureControls
  • Raised render priority for the configuration panels, to make them appear in front of any other sprite. Note that the panel will still be rendered behind text elements though.


  • Car
  • Added 'Throttle state' internal parameter allowing you to monitor A.I. cars' throttle run-time and perform actions based on that.


  • Joint
  • Fixed bug causing limits and motors to be applied about the wrong axes, when the reference body or the Joint object itself were rotated, and the joint was in ball-mode.
  • Fixed limits being reversed when the Joint was in slider mode.


  • 3D Rad Player
  • Fixed music loop failing to fade out after or overlapping during the loading phase.




  • APRIL 2010 RELEASE (v6.45)
    THIS VERSION IS AVAILABLE TO EVERYONE! DOWNLOAD IT HERE NOW!


    PathFinder
  • New object type! This object can find paths for your characters in a generic scenery, without the need to model navigation maps, waypoints, or define any grid or database. Works with moving goals and with scenery that change run-time as well! For a demonstration, please see the PathFinderDemo project, included to the updated 3D Rad installation file, or click here to download a stand-alone executable of the demo (8Mb). Please see the PathFinder object's help file for more information on this fantastic new object!


  • Script
  • Added iObjectEnvMapFocusSet() function, which allows the creation of shaders requiring run-time manipulation of environment map focus location, like point shadows, mirror-like reflections and more.
  • Improved iScreenAreaPicked() function to work on multiple calls per cycle, when in 'true' mode.
  • Fixed editor preserving changes when script dialog was closed with cancel, sometimes.


  • SkinMesh
  • 400%-500% processing speed improvement when hundreds of SkinMesh objects are present in the scene.
  • Added support for run-time change of environment map focus location.


  • Sprite
  • Added animation duration parameter to the property dialog.
  • Fixed invisible sprite when running in maximized mode, with 'Work as full-screen mouse pointer' option enabled.


  • Counter
  • Added internal parameter for the Increment value. This allows it to be controlled run-time by a Script.


  • 3D Rad Editor
  • Added button to donors list page to the About box, to address space issues and non-clickable links to donors' websites.




  • MARCH 2010 RELEASE (v6.44)



    Particles
  • Added ability to emit particles within a specified direction range, to produce expanding-donut effects. For an example of usage (explosion shock-wave effect), please see the demo project called ExplosionParticlesDonut.3dr.


  • Script
  • Added two new script functions called iShaderViewMatrixSet(OBJ_X,string,OBJ_Y) and iShaderProjectionMatrixSet(OBJ_X,string,OBJ_Y), allowing you to extract the view and projection matrices from a specified CamChase object settings, and directly pass them to a SkinMesh's custom shader. View and projection matrices can be used to implement fur/parralax/relief/cone-mapping-based effects.
  • Added iScreenShot() function. For an example of usage, please see the sample project called ScreenshotDemo.3dr
  • Raised the number of characters supported by the script editor to 260,000 (from 65,000).
  • Fixed Active setting sometimes not working as expected after deleting objects linked to the Script.
  • Fixed script shaders not compiling correctly if certain regular script variables were declared before the shader code.


  • SoundSource
  • Fixed Active setting not working as expected sometimes.


  • SoundEffect
  • Fixed Active setting not working as expected sometimes.


  • Sprite
  • Fixed current frame internal parameter not working as expected.


  • RigidBody
  • Fixed physics failing to resume after the project was stopped and restarted, if the mass was set to -1 run-time, in a script. Please note that restoring mass to non -1 (dynamic) values run-time is still not possible, after it is set to -1, because the only way to change from static to non-static is, for a RigidBody, an operation that requires a full reset which can only be performed at startup.


  • 3D Rad Compiler
  • Fixed load-time image slideshow and background music loop not being copied to the destination folder.


  • 3D Rad Player
  • Fixed random crashes on multi-level projects.
  • Fixed poor framerate on certain video cards when multiple sound objects were set to not-playing-at-start.




  • FEBRUARY 2010 RELEASE (v6.43)


    3D Rad Compiler
  • Added automatic encryption of compiled .3dr files so that they can no longer be opened/edited with the 3D Rad editor. IMPORTANT: projects saved with earlier version of 3D Rad are only partially protected when compiled. To fully protect your existing projects, open them in the editor and save them back.


  • 3D Rad Player
  • Image slideshows and music loops can now be played while a compiled project is loaded. Specific projects can have their specific image sequences and music loops. For details please see the Global loading image section in the 3D Rad Compiler help file.


  • Car
  • Added Brakes state internal parameter. This allows you to read the state of Car object's brakes from a script or an EventOnValue object, to implement, for example, working AI cars' taillights.


  • Script
  • Added iSimulationFrqSet() function.
  • Added iQuaternionInterpolate() function.
  • Fixed imposter shadows not rendering sometimes.


  • Transform
  • Fixed position of moving objects not being updated properly.


  • Sprite
  • Fixed crashes when sprites were included to a compiled project.
  • Fixed internal parameters not updating run-time when manipulated from a script.


  • EventOnInput
  • Fixed mouse detection area being sometimes visible in compiled projects, at startup.


  • RigidBody
  • Fixed iObjectVelocitySet() function affecting the object in the Virtual Editor sometimes.




  • JANUARY 2010 RELEASE (v6.42)


    Transform
  • A new object you can use to apply run-time translations, rotations and scaling to the objects linked to it. See the TransformDemo.3dr project for an example of usage.


  • Switch
  • A new object you can use to replace an object with another, run-time, as a consequence of game events. It can also be used to switch between two specified animation sets of a SkinMesh object, with smooth transition between the two (animation blending). See the SwitchObjectDemo.3dr and SwitchAnimSetDemo.3dr projects for examples of usage.


  • Sprite
  • Added ability to play a sequence of images as an animation. For an example please see the SpriteAnimation.3dr project.


  • EventOnInput
  • Added auto-fire and toggle modes.
  • Added ability to edit mouse detection area visually, in the Virtual Editor.


  • SunLight
  • Fixed internal parameters not updating after they were changed by a script.


  • EventOnLocation
  • Fixed projectiles triggering condition without crossing the detection area.




  • Development history (2009) >>