Very interseting, I will try that as I thought the source code for the cloudscene was native Irrlicht code.
I managed to compile it in VS2017, with a few updates, using the Irrlicht Engine SDK version 1.6.1.
But not much success using it with the Coppercube SDK.
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The cloudscene node demo looks great!! far superior than some of the DX11/12 engines out there (without naming any).
This would be something I'd like to see added to coppercube if it does ever get another update. A dynamic sky with a cloud layer node on top of a skybox.
Your TOD demo is quite amazing with the aurora and star clusters at night. Looks so much more better than the video shows when running in fullscreen with the anistrophic textures enabled.
I sent a small donation, buy yourself a drink.
Thanks for the upload!
I've added some helper functions for setting your post processing properties in javascript to my itch.io page. Feel free to include them in your API upgrade.
I was unable to get any of the following post processing properties to work:
"Brightness" float (0-1)
"Contrast" float (0-1)
"Saturation" float (0-1)
"Vibrance" float (0-1)
"Tint" color as vector3d(R,G,B)
"Hue" float (0-1)
"Vig" float (0-1)
"VigRadius" float (0-1)
"VigColor" color as vector3d(R,G,B)
Running an external ccb file would be for development and debugging use. As it allows me to run a single executable and launch any other ccb file and script via the command parameters. This means I don't have to constantly re-publish the execuatble for small changes or even load the IDE if I'm only working on the main javascript (re-publishing and then loading an embedded 500MB+ ccbfile takes far too long when making micro-changes to your scene).
Distributing the ccb file along with executable would be optional but if the execuatble is published through the editor then the embedded ccb file is automatically used as normal anyway.
The update is only a couple of extra code lines in win32player.cpp and CPlayer.cpp.
Would also be possible to create your own ccb file packer without embedding into the executable so the runtime will be many times smaller.
BTW: have you seen my Reshade demo: coppercube-reshade-terrain-demo
Superb Robo! Thanks very much for taking the time to make the demo available. I will download all the updates later tonight and try them out.
I will not be using them in any published game or app, only for personal use so don't worry about that. If I do happen to find any profitable use then I will make sure that you get the deserved credit. But I will make a donation anyway.
I'm in the process of adding some extra functions to my custom binary. I required the ability to run the custom binary and load any ccb file directly instead of the one linked into the executable.
I've updated the win32player custom binary to check for the executable parameter:
-ccbfile:myfile.ccb.
If the custom binary detects this param is set and the myfile.ccb exists, then the myfile.ccb is loaded from within the function:
CPlayer::createReadFileForDocumentLoading()
If the -ccbfile param is not set or the ccb file does not exist then the custom binary will look for and use by default a file named game.ccb instead of app.ccb (my personal preference but can revert back to app.ccb to avoid confusion)
If the custom binary is set within the publish settings for the Pro version then the embedded ccb file is always loaded as normal and the -ccbfile switch cannot be used. It will ony be possible to use the -ccbfile switch directly by calling the win32player.exe or whatever name you wish to name it (similar to how yours work for the Free edition).
I will be adding a few more updates so would be happy to collaborate. Or if possible you could add some of my updates to your API as I find your API updates to be the most useful.
I think it only works with the FPS camera but I could not get it to work either using any of the functions:
ccbSetCopperCubeVariable("#Camera.bobspeed", 2);
ccbSetCopperCubeVariable("#Camera.bobUp", 2);
ccbSetCopperCubeVariable("#Camera.bobSide", 2);
Is the Usage correct above as I thought variables were set using the ccbSetCopperCubeVariable() function call??
There appears to be quite a few spelling errors in function names so I'm not sure if the syntax is correct.
I don't want to sound negative here, as I know Robbo puts in a lot of work in making these API's. Is the source code to these API's available to download or purchase soI can see how they work in more detail ?
var tnode = ccbGetSceneNodeFromName("Terrain");ccbSetPlantDefaults(tnode, 20, 17, 0.5, 15);
I get an error saying ccbSetPlantDefaults function is not defined. If your API is designed to run as a custom binary then I can't see how any functions can be run from within the editor ??
Also the function ccbSetTerrainColor does not change the terrain color but it does change the color of the terrain reflected in a water plain.EDIT: The ccbSetterrainColor is working correctly now but with the shadows disabled only. I understand there are some issues with some terrain functions and shadows enabled but I thought this only applied to the ccbSetOcclusionCulling() function which causes flickering.
Not sure what the cause is but when using the API's for terrain, I get either black billboard grass or no grass being rendered.
If I call ccbUpdateTerrain(terrainnode) then I get black grass billboard textures.
If I follow this call with ccbSetTerrainTexHeight(terrainnode, 0.15, 0.60);
then all the grass is missing from the rendered terrain.
Also, I'm not quite sure what ccbSetTerrainSmoothing(terrainnode,40); does as there is not any documentation for it and I cannot see any changes in terrain with it set.
Hi Robo, where can I download the demo of the cloud scene with dynamic time of day shown in your video: CopperCube 6 - new API's x 5
I have the upgraded API v2 installed and looking to play around with the cloud layers using the ccbFlipFaces method shown in the video.
I'd be more than happy to pay for the demo if you can post up on itch.io. So far you appear to be the only person updating the code for the engine with new API's.
Cheers.
It would much simpler and would solve your issue if you purchased the pro licence. All you would then do is add this API execuatble as a custom binary in settings and your game executable will have all the new API's embedded into it. You will then have a single game executable and no other files needed to run it.
Without sounding rude, I'm not sure why the description and instructions don't easily explain that to you?
It's a UDL file for use with Notepad++ as the title states. It won't be any use to anyone who does not code scripts.
If you don't know what either are then search google as it's a very popular script editor.
Thanks for the advice but it's quite straight forward to use and a screenshot or video would be pointless. I've only uploaded it for the veterans of coppercube. Most users don't like coding or prefer to use ready made behaviours. This script is an alternative to the behaviours and actions, so you can't use it within the coppercube IDE.
I thought you were somekind of AI bot as you asked the same question to both of my assets after I uploaded them a 1 day ago. I didn't take your questions seriously.
//Distortion
var Gain = -18;
var Edge = 15;
var PostEQCenterFrequency = 2400;
var PostEQBandwidth = 2400;
var PreLowpassCutoff = 8000;
ccbPlaySound("Sound2D", false,"2D", "EnableSoundEffect","Distortion",Gain,Edge,PostEQCenterFrequency,PostEQBandwidth,PreLowpassCutoff);
//ParametricEqualizer
var Center = 8000;
var Bandwidth = 12;
var Gain = 0;
ccbPlaySound("Sound2D", false,"2D", "EnableSoundEffect","ParametricEqualizer",Center,Bandwidth,Gain);
//Reverb
var InGain = 0;
var ReverbMix = 0;
var ReverbTime = 1000;
var HFRatio = 0.001;
ccbPlaySound("Sound2D", false,"2D", "EnableSoundEffect","Reverb",InGain,ReverbMix,ReverbTime,HFRatio);
For anyone using Notepad++ then I've added all of these CopperCube++ methods
to a free downloadable UDL file here: https://retropixels.itch.io/coppercube-notepad-language-udl
Thanks for this update! I've added all your API ccb methods to my Notepad++ UDL file here: https://retropixels.itch.io/coppercube-notepad-language-udl
I'm looking for this soundfx list also but now startedto use the CopperCube++ API that has some great customisable sound fx https://vazahat.itch.io/coppercube-plus-plus
Any chance you could add custom parameters to each effect as in the coppercube++ API.



