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A new version of STK Engine on Linux is available!

By: Sylvain Dupont

We have just released version 10.1.3 of our STK Engine on Linux product. This is an exciting release that introduces many new features and improvements.

This release brings our STK Engine on Linux version on par with the latest STK version offered on Windows, making the latest functionality delivered on Windows also available on Linux. This includes features such as new object model APIs (Vector Geometry Tool, Astrogator, Graphics Primitives), visualization of KML & Collada files, Analysis Workbench time components and calculation tools, Bing Maps Imagery. In addition to providing to our Linux users the latest features available on Windows, this release also provides enhancements specific to the STK Engine on Linux product. First of all, the install and deployment process has been simplified. The number of third party runtime dependencies has been reduced. You can now get up and running with a few simple steps. The distribution is made of a few tar files. Unpack these archives, configure a few environment variables, copy your license file, and you are ready to go. In most cases you will not need administrator rights (if the few common system dependencies required are already installed on the machine). The list of supported Linux distributions has also been expanded. Ubuntu now joins CentOS and Red Hat Enterprise Linux, all at the latest version at the time of release (CentOS/RHEL: 6.6&7.1, Ubuntu 14.04LTS). We have validated our software on those platforms and we provide specific install documentation and instructions. Other Linux distributions are likely to work as well, if the required dependencies are installed. In terms of developer experience, this release exposes our 32-bit STK Engine through the Java SDK. The documentation provides directions on how to set-up eclipse and ant. These directions can be translated to your preferred development environments if different (e.g. maven, gradle, netbeans). Many code samples are provided, demonstrating various aspects of our APIs. Finally, behind the scenes, this release also provides a solid foundation for future capabilities. It brings our Windows and Linux code bases together. This will allow our Linux releases to follow our Windows releases more closely. On the product roadmap we are considering 64-bit support, a headless version with no opengl/xlib dependency, and possibly other language bindings. But… don’t take my word for it. Try it out! It’s easy to get started: download the software from product explorer, request a demo license, bring up your favorite development environment and… (now for the fun part) start coding!
Posted: 6/22/2015 8:02:22 AM