The Caronte engine is in constant development and optimization. This new version has exciting features including runtime improvements, new compression methods and tools.
Some of the special features include:
Soft bodies, ropes and cloths animations can be compressed to generate smaller output files,
barely affecting their GPU decoding performance when using them in run time.
New internal surfaces of fractured objects are created with some uneven relief. They are not flat surfaces anymore.
Rigids can use a balltree as collider, that is, a set of spheres with different radius that represent their geometry.
Level of detail is chosen by the user.
Simulations with balltrees are robust and greatly faster.
Balltrees are automatically created and saved as assets, allowing their automatic reuse wihtout recalculations even for any object with the same geometry.
Simulated rigids, ropes and cloths and static geometries can be exported to an FBX file.
This way, you can use this output file in most frequently used software, that support this format.
Created effects can be rebaked using the loop option to obtain a seamlessly loop animation.
Thus, you can obtain endless animations occuping just the memory of a single loop.
The perfect solution to add elements with cyclic movement to your scene, like cyclic mechanisms, flags, trees and all kind of moving decorative elements.
Servos/motors node parameters can be edited using functions instead of constant values. This way you can change their value in the course of the simulation.
When an object is going to fall down freely in any unpredictable direction, you can influence its movement
by just putting a copy of your object at the place you would like it to end up.
CaronteFX baked simulations which contain skinned objects can now be optimized for GPU playback. This new playback option makes use of compute shaders to heavily improve the playback performance of massive simulations.