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Releases: Wonder-Technology/Wonder.js

begin rewrite engine

26 Feb 12:06
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now begin rewrite engine!

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use es6 import/export instead of namespace

use rollup to package

extract mini engine source

only remain the code which is needed to "show a box"

remove lib/, use it as npm package

remove tool/, use it as npm package

remove test/

support skin animation;support mobile event;add gulp task->packageAll, packageLite, packageCustom

15 Jan 09:36
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support skin animation

runtime support
fbx converter support parse skin data

support mobile event

support touch event
add Point event to encapsulate mouse and touch event

add gulp task->packageAll, packageLite, packageCustom

add debug panel

converter support embedded

Edit

move can-be-separated-from-engine logic and user-can-extended logic to extension/ folder

fix many bugs

Optimize

not send color buffer data if geometry not has it

rewrite tool->converter and scene graph

01 Dec 08:27
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add .fbx converter

add .gltf converter

support key frame->texture offset

add sound component

support basic sound

use web audio first, then fallback to html5 audio

Edit

rewrite .wd scene graph

support binary files which store primitive datas(e.g. position,normal,indice...)

rewrite whole structure of .wd file

rewrite .obj, .md2 converter

change the way of loading user script file

now load user script file by using LoaderManager

Optimze

optimize event system

optimize scene graph

only create gl texture object with the same texture data

optimize converter

now the primitive datas of the converted .wd file only has the data which are used by indices

improve outdoor scene

17 Oct 06:58
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Add Height Map Generator Tool

support Fault, MDP algorithm

Improve Terrain

support mix map
support bump map
support get Terrain height

Add Grass

support render in Grass Map way
support render in Grass Instance way

Add GameObject LOD

Add outdoor demo

add examples/demos/outdoor_scene/outdoor demo

add render test

18 Sep 05:38
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Add Pixel Render Test

Add Scene Render Test

move most samples which is used for render to render test folder which is auto tested

//run auto render test task
//note: now the render test is only passed in macbook pro retain screen, it may fail in other screen!
gulp renderTest

Edit

Support set pixelRatio by engine

now Main->setConfig support "useDevicePixelRatio" flag, if it's true, the pixelRatio will be setted by engine:

wd.Main.setConfig({
useDevicePixelRatio:true,
...
}).init();

improve 3d ui; support billboard

28 Jul 02:05
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Support Sdf Font for Bitmap Font

Support Multi Page for Bitmap Font

Support Dash Line

Support Billboard

support cylindrical billboard
support spherical billboard

support 3d ui

12 Jul 23:11
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Support 3D Bitmap Font

Support Line

Support Arrow

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Import Chai Library For Assertion

tsconfig.json Now Support "filesGlob" field

Improve Compile

now remove filePath.d.ts
make .js.map work

support vao and depth texture, batch update component

10 Jun 02:26
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Support VAO extension

Support Depth Texture

Batch Update Component

now can update all entityObjects' components together to improve cache hit(data driven optimize)

Support Set WebGLContext Params

now support set: alpha,depth,stencil,antialias,premultipliedAlpha,preserveDrawingBuffer

Support Set RenderTargetTexture->renderRate

Support Hardware Scaling

Edit

Update to Typescript@1.8.10 version

render queue sort,merge gameObject

15 May 08:18
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Merge gameObject

Render queue sort

sort by renderGroup,renderPrority,shader,texture,vbo
add last used program cache to avoid use the same program
add last binded buffer,texture cache to avoid duplicate bind
add last sended uniform data cache to avoid duplicate send

Add more benchmark test

Edit

Clone

support the cloned gameObject share the geometry of the source gameObject

Instance

batch draw objects if hardware not support instance

Optimize city demo

reduce load time from 6s to 2s
reduce each frame from 13ms to 7ms

Optimize benchmark_1000_basic_boxes test

reduce load time from 7s to 1.5s
reduce each frame from 27ms to 16ms

support instance for batch draw

22 Apr 09:20
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Instance

support batch draw call
if hardware not support instance extension, can fallback to draw one instance in on draw call
support interacting with other components(Octree,LOD,Shadow...)

EntityObject add "clone" method

support clone gameObject, uiObject

Edit

Rewrite Shadow

extract Shadow component
support cast/receive instead of "renderList" with Light component
support shadow layer(one layer, one shadow map)
support add/remove shadow gameObject/layer at run time

Optimize Collision Detect

move sample/loader/loader_gltf_city.html sample to demo/

Break Change

rename "copy" method to "clone"