heading towards 0.8.4
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ZEngine Version Log for Version 0.8.3
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$Id: changelog.txt,v 1.36 2003/07/05 00:40:44 cozman Exp $
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$Id: changelog.txt,v 1.37 2003/07/11 00:07:49 cozman Exp $
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As of 0.8.3 changes with a !!! may break backwards compatibility.
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As of 0.8.3 changes which may break backwards compatibility are marked with a `!!!`.
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0.8.4
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-Added particle system example program.
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-Added simple particle system implemented on top of base.
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-Added entire base particle system, templated, and designed for expandability.
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-Changed implementation of parts of ZImage for tiny optimization.
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!!! Removed Rand* functions from ZEngine and replaced with overloaded Rand.
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-Removed mt19937ar.h/cpp replaced with ZE_ZRandGen.h/cpp
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-Fixed tiny problem ZImage use of alpha.
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-Added random generation classes, for if an object needs it's own random stream.
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-Removed mt19937ar.h/cpp (replaced with ZE_ZRandGen.h/cpp)
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-Fixed tiny problem in ZImage use of alpha.
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-Changed default font rendering to blended, much better results. Also added alpha parameter.
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-ZEngine no longer forces use namespace std, library references prefixed with std::.
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-Revised all source, cleaned up various areas.
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-Moved versioning information.
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-Changed way event hook is implemented, more control, should be threadsafe.
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-Changed way event hook is implemented, more control, should be threadsafe. (needed for Gewi 0.2)
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0.8.3
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-Changed Macros in ZE_Utility to functions.
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@ -14,6 +14,9 @@ of ZEngine, but may be used by ZEngine to interface with external libraries.
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Such files are only modified to be compatible with ZEngine and marked where
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such modifcations occur.
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Note2: The Test files are now public domain, you can use them as a starting
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point without concern.
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----------------------------------(begin license)
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Copyright (C) 2002, 2003 James Turk
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@ -97,7 +97,7 @@ other than that, nothing stuck until 0.7 for example the ZEngine class itself
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has gone 2 complete rewrites since 0.1. I used to work in DirectX a lot, and
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ZEngine addresses a lot of grieviances I had with DirectX, ZEngine code is a
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lot shorter, and is a good deal easier to read, everything is integrated,
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unlike DirectX where Input and Graphics were entirely separate things, ZEngine
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unlike DirectX where Input and Graphics were entirely separate things. ZEngine
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runs a lot faster on most systems now, due to the OpenGL rendering, and as a
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little treat I threw in just in time for the 0.8.0 release, ZEngine attempts
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to detect surface loss, and even provides methods to restore it.
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5
todo.txt
5
todo.txt
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ZEngine Todo List
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-Integrate Particle Engine (Particle Engine shell complete, working on integration)
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-Net Example (waiting on finalized net classes)
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-Add Support for PhysFS in ZMusic. (Waiting on SDL_mixer.)
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-ZSprite class (XML?)
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-Entirely New ZFont class, using display lists
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-ZSprite class (using XML layout?)
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-Entirely New ZFont class, using display lists (possible)
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-OSX support
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-Lua Scripting Integration
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