Archives for "March, 2010"

Posted by Frank Kane on 30th March 2010

SilverLining: Playing Nice With Others

SilverLining 1.96 is now available from our download page. This release makes it easier to integrate SilverLining with existing game engines, by abstracting away its asset management and memory management. Combined with our existing support for plugging in new renderers and a highly portable cross-platform code base, SilverLining is now more versatile than ever.

Posted by Frank Kane on 15th March 2010

Serialization Support, Better DirectX9 Support, New Lightspeed Integration.

Version 1.952 of SilverLining is now available from our download page. This new revision adds the methods Atmosphere::Serialize() and Atmosphere::Unserialize(), which you can use to save and restore SilverLining’s complete state to any STL iostream. This is particularly handy not just for saving conditions to disk, but for handling device reset events in Direct3D 9 [...]

Posted by Frank Kane on 10th March 2010

We’re in Game Engine Gems

Sundog Software has authored two chapters in the new book “Game Engine Gems” – “Physically Based Outdoor Scene Lighting” and “Physically Realistic Skyboxes”. If you’re at GDC, you can get a sneak peek at it at booth #1843! Order one now from Amazon.com. If you’re curious about how SilverLining works under the hood, these chapters [...]