0.8.0 Updates.

This commit is contained in:
James Turk 2002-12-29 06:24:15 +00:00
parent 6d5c0637be
commit b74d32509f
3 changed files with 66 additions and 24 deletions

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@ -1,11 +1,13 @@
ZEngine Version Log for Version 0.8.0-rc4
$Id: changelog.txt,v 1.17 2002/12/27 03:15:33 cozman Exp $
ZEngine Version Log for Version 0.8.0
$Id: changelog.txt,v 1.18 2002/12/29 06:24:15 cozman Exp $
0.8.0
-Added Surface Loss Protection.
-Utilized Surface Loss Protection in ZImageTest for a demo.
-ZEngine now builds on FreeBSD.
-Updated copyright.
0.8.0-rc4 (AKA "what rc3 should have been")
0.8.0-rc4 (what rc3 should have been)
-Fixed ZImage::SetColorKey for new Attach behavior.
-Fixed ZMusicTest GL screen error if music fails to open.
-Fixed VC7 "Release" Project files.
@ -80,7 +82,7 @@ $Id: changelog.txt,v 1.17 2002/12/27 03:15:33 cozman Exp $
-Added doxygen script for linux, and renamed old doxygen script.
0.7.3
-Globally evised source variable naming standards.
-Globally revised source variable naming standards.
-Fixed Error Logging in ZImage.
-Added SDL_DisplaySurface and SDL_DisplaySurfaceAlpha calls to speed up blitting in ZImage.
-Fixed bug in ZConfigFile that caused a NULL file to be closed.

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@ -11,7 +11,7 @@ aren't bright enough to have anything to contribute anyway.
----------------------------------(begin license)
Copyright (c) James Turk, 2002
Copyright (C) 2002, 2003 James Turk
All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
@ -43,11 +43,11 @@ In this distribution all files which fall under the license are marked as such w
the following notice:
/*******************************************************************************
This file is Part of the ZEngine Library for SDL Game Development.
Copyright (C) 2002 ConceptOfZero.net
This file is Part of the ZEngine Library for 2D game development.
Copyright (C) 2002, 2003 James Turk
Licensed under the BSD License, see licensing.txt.
Licensed under a BSD-style license.
The maintainer of this library is James Turk (james@conceptofzero.net)
and the home of this Library is http://www.conceptofzero.net/
and the home of this Library is http://www.zengine.sourceforge.net
*******************************************************************************/

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About ZEngine 0.8
Index
------------------------------------------------------------
I. About ZEngine
II. Getting ZEngine
III. Building ZEngine
IV. Using ZEngine
V. Legal Overview
VI. History of ZEngine
------------------------------------------------------------
I. About ZEngine 0.8
ZEngine is a game library which is designed to compile that SDL and OpenGL
are available on. ZEngine is a set of classes and a main ZEngine class which
are designed to make game development easier and more organized. As of 0.7.7
ZEngine uses OpenGL to do the 2D display, so it is much faster and can take
advantage of hardware accelerated features.
------------------------------------------------------------
II. Getting ZEngine:
Getting ZEngine:
The real home is at: http://conceptofzero.net/
Support comes from: http://conceptofzero.net/
The sourceforge page: http://zengine.sourceforge.net/
The project page: http://sourceforge.net/projects/zengine/
The CVS page: http://sourceforge.net/cvs/?group_id=62098
Building ZEngine:
------------------------------------------------------------
III. Building ZEngine:
ZEngine can be built on any system that has SDL and OpenGL available. It is
currently being developed on Redhat 8.0 and Windows 2000/XP. If you are on
@ -24,8 +33,8 @@ and others) as well as the path to ZEngine before building.
-If you are using gcc on any OS you need to change configure (not the
makefile) to meet your needs then run make.
If you are having a problem building ask on http://conceptofzero.net/forums.
Using ZEngine:
------------------------------------------------------------
IV. Using ZEngine:
Using ZEngine is as easy as having a look at the sample programs and nice
documentation provided and setting the compiler to link with the ZEngine lib
@ -34,8 +43,8 @@ external libraries (other than SDL and OpenGL which are required) you want
to use when you build the library file. Depending on which libraries you are
using you will need to distribute various files with your program, but none
are part of ZEngine, but instead are files in use by the dependencies.
Legal Overview:
------------------------------------------------------------
V. Legal Overview:
The world of open source licenses can be confusing, if you are not familiar
with the LGPL I recommend reading it, as most libraries ZEngine makes use of
@ -44,16 +53,47 @@ under the OSI-certified BSD license (see licensing.txt). Below are quick
guides of how you would distribute various packages making use of ZEngine.
Closed-Source Application using ZEngine:
-Include required DLLs or .so dynamic modules
-Include notice of which libraries you used, and have a place for them to
-Include required DLLs or dynamic modules
-Include notice of which libraries you used, and have a place for user to
dowload them from your website.
-If you are using non-LGPL libraries there may be other requirements.
(Open-Source applications do not need to have a link to a download for
LGPL-licensed libraries.)
Adding to ZEngine:
-This can currently be done with no restrictions, but we do ask that
you submit your changes back to the community.
------------------------------------------------------------
History of ZEngine:
The changelog may not show it but 0.1 to 0.6 were some of the biggest
changes, often I'd rewrite massive portions of code, I wasn't keeping the
changelog, and I wasn't testing for compatibility. ZEngine was still
designed to be an engine that only CoZ members used, hardly clean but useful
enough to speed up the process of making games, even if it was going to be
open source, I figured I'd put it out there as example code, but never really
make it an open source project.
By 0.5 and 0.6 I really got the idea that this could become something that
some other people may want to use, so I started to document everything and I
began to prepare for the Linux version. During 0.6.x I was struggling with
organizing the code as well as licensing, and SDL 1.2.5 was released which
turned into an unnecessary rewrite. (Honestly nothing changed in SDL that
affected ZEngine, but for some reason I felt ZEngine would be much better if
the code was cleaner and I tried to reduce the amount of legacy code left from
the early versions.)
0.6.3 made the jump to 0.7.0 because there really was a change in ZEngine,
the target audience as well as the code base. With ZConfigFile, ZEngine
started to gain features that SDL didn't have, so it wasn't just a SDL wrapper
anymore. 0.7.x turned into a series of major releases, with some major changes
including 0.7.3, 0.7.4, and the major 0.7.7, which almost became 0.8.0.
0.8.0 is a whole new ZEngine, I estimate that no more than 2% of the
original code remains, almost everything I added in 0.3.0 is still there, but
other than that, nothing stuck until 0.7 for example the ZEngine class itself
has gone 2 complete rewrites since 0.1. I used to work in DirectX a lot, and
ZEngine addresses a lot of grieviances I had with DirectX, ZEngine code is a
lot shorter, and is a good deal easier to read, everything is integrated,
unlike DirectX where Input and Graphics were entirely separate things, ZEngine
runs a lot faster on most systems now, due to the OpenGL rendering, and as a
little treat I threw in just in time for the 0.8.0 release, ZEngine attempts
to detect surface loss, and even provides methods to restore it.
-James Turk james@conceptofzero.net
-James Turk james@conceptofzero.net