All posts by: Frank Kane

Triton’s training-quality oceans are available again for the Unity game engine. Our Triton 3D Ocean SDK has provided simulation and training-grade oceans to C++ OpenGL and DirectX developers for years. But, the industry trends are clear – more and more...
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We recently updated our demo application which made us think more deeply about some of the aesthetics of the Triton Ocean SDK. Our latest release, Triton 4.39, includes a round of visual improvements to help your simulated water look more...
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We’ve always offered a downloadable demo showcasing the capabilities of the SilverLining Sky, 3D Cloud, and Weather SDK and the Triton Ocean SDK for people who want to see how it performs on their own system. It had been a...
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Sundog Software LLC released version 6 of the SilverLining 3D Cloud, Sky, and Weather SDK, featuring big performance boosts and support for multi-threaded rendering across a wide variety of cloud types and rendering technologies. SilverLining is a software library for...
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SkyMaxx Pro, our add-on for the X-Plane flight simulator, just got a new major revision. Version 5 brings SilverLining’s newly improved volumetric clouds to the world of X-Plane! These are true, GPU ray-marched clouds based on underlying 3D volume textures,...
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We’ve just updated the Windows build of our Triton Ocean SDK to use the latest version of NVidia’s CUDA Toolkit: 11.1. This allows Triton to take full advantage of the latest GTX 30xx cards. There is a catch, however –...
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We try our best to avoid API changes, as we know you have better things to do with your time. Sometimes however it’s unavoidable, and this is at least an easy one to handle. The short version is: CloudLayer::Create() now...
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As of version 4.35, the Triton Ocean SDK now links against NVidia’s CUDA Toolkit 11.0 for x64 targets in Visual Studio 2012 and newer. This means that if you are building Triton from source, you’ll first need to install NVidia’s...
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A quick heads-up: in SilverLining version 5.072, we have refactored our OpenGL code such that the same GLSL shaders are shared between our OPENGL and OPENGL32CORE renderers. This made it easier for us to implement uniform buffer object (UBO) support...
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