XNA Creators Club Online
Page 1 of 1 (6 items)
Sort Posts: Previous Next

QuickStart Engine v0.2 released

Last post 9/22/2009 2:17 PM by Lord Ikon. 5 replies.
  • 9/13/2009 8:25 AM

    QuickStart Engine v0.2 released

    It has been 9 months since a release, and over a year since any news of the engine was posted here on the forums, so I thought it might be worth a post. :)

    Visit the QuickStart Engine site if you're interested.


    Here is the summary of the changes since v0.196:
    • Updated Engine to use XNA 3.1
    • Updated physics engine to JibLibX 0.3.1 + newest patch (June 20th, 2009)
    • Lots of work on physics integration with the engine
      • No longer officially supporting NVidia PhysX, they're no longer supporting free use of their engine. Will likely be removing it from future version of engine.
      • Bug fix for physics box shapes physics being larger than their render mesh, making them seem to collide too soon with other physics.
      • Ability support for setting/getting linear velocity, and angular velocity of entities.
      • Bug fix for issues that would occur when setting position or rotation of entities, setting these will no longer cause the entity to lose velocity.
      • Debug display of physics meshes, allows you to see your physics shapes (especially nice for invisible physics volumes).
    • Other new physics features
      • Added phantom physics component with support for collision detection and message triggers on enter/exit of phantom volumes.
      • Added collision effects that can affect other entities when they collide with an entity emitting a collision effect.
    • Major work on the Messaging System
      • Ability to send messages to any Entity in any scene based on the Entity's Unique ID.
      • This change altered the overall look of the engine, and allowed us to decouple things that should not have been coupled in code.
      • Ability to send messages directly to Interfaces and the Scene Manager.
      • Added about 25 new messages.
      • Exceptions will now fire if messages are created or sent improperly, which fixes bug leaks associated with Messages we were sending improperly.
    • Rendering updates
      • Ability to sort rendering into three groups (first, normal, last)
      • A couple new simple shaders for simple objects.
      • Fog is back in the engine, is more efficient, and is now thicker at lower elevations (optionally).
    • Skydomes are finally back, missing since v0.182b. More efficient with render ordering.
    • Terrain updates
      • Index buffer creation is now about 10% faster.
      • Overall terrain creation is slightly optimized
      • Normal mapped terrain is working again
      • Added ability to draw the quad-tree bounding boxes (by pressing 'D')
      • Terrain heightfields are no longer flipped along x, z from the images they're created from.
    • Bug fixes
      • Fixed memory leaks in the messaging system.
      • Fixed freezing issue that occured due to multi-threading with physics.
      • Fixed memory leaks that would occur when shutting down the engine.
      • Fixed bug that would cause the free camera to slow down at extremely high framerates.
      • Fixed bug that would cause the free camera to move upward if it was facing upward.
    • General cleanup
      • All physics related code that was in BaseEntity and the Scene Manager has been moved to the new Physics Interface and the Physics Component.
      • Made some abstract functions in BaseEntity and BaseComponent virtual instead, which prevents repetitive code in each.
      • All kinds of misc cleanup in many files.
    XNA QuickStart Engine (3D Game Engine for XNA) | My site
    "I'll be whatever I want to do!", Philip J. Fry
  • 9/22/2009 4:59 AM In reply to

    Re: QuickStart Engine v0.2 released

    I looked at your previous release and it had a lot of potential. Keep up the good work.
  • 9/22/2009 5:30 AM In reply to

    Re: QuickStart Engine v0.2 released

    nikescar:
    I looked at your previous release and it had a lot of potential. Keep up the good work.


    Thank you, I try to get some work done on it whenever I'm not working 50-60 hours a week at my job.

    For the next release I'm hoping for:
    - Skinned animations
    - Character component and character controls
    - Water, including depth-based shader effect
    - Shadow mapping
    - Easier way to create custom triggered events.
    XNA QuickStart Engine (3D Game Engine for XNA) | My site
    "I'll be whatever I want to do!", Philip J. Fry
  • 9/22/2009 6:02 AM In reply to

    Re: QuickStart Engine v0.2 released

    sweet and we are just on a look out for a physics engine!


    Thanks!
    Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.GoonyCru game engine in development!
  • 9/22/2009 7:19 AM In reply to

    Re: QuickStart Engine v0.2 released

    The shadowing would help me out a bunch. I look forward to that release.
  • 9/22/2009 2:17 PM In reply to

    Re: QuickStart Engine v0.2 released

    Mihalych:
    sweet and we are just on a look out for a physics engine!


    Thanks!


    Well the Physics Engine itself is JibLibX, which you could put into any XNA game. Having a game engine wrapped around a physics engine can make things a little easier (or harder I guess) depending on the engine.

    I was hoping some day to incorporate Havok physics for the Windows version of the engine, but Havok requires a registration to even use it, and it isn't free to use if you want to ever sell your game.


    nikescar:
    The shadowing would help me out a bunch. I look forward to that release.


    I've put off a lot of the graphical features for quite awhile because I'm not really a graphics programmer. But shadows really help with depth perception in a 3D environment, so I figure I should just get it out of the way.
    XNA QuickStart Engine (3D Game Engine for XNA) | My site
    "I'll be whatever I want to do!", Philip J. Fry
Page 1 of 1 (6 items) Previous Next