Release 65 - Smooth Ext. Path, Simple Model Anims

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Downloads: 153
Released: Jan 30, 2010
Updated: Feb 3, 2010 by bryanedds
Dev status: Stable Help Icon

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Release Notes

The engine extension path on the previous version was rather painful, so I tried to smooth it out with more hooks on DefaultEngine.

For current users, you'll want to change the Initialize() method in your Program.cs files to this -

object[] engineParameters = new object[] { this, deviceManager, Assembly.GetExecutingAssembly() };
engine = OxConfiguration.EngineConstructionToken.Construct<IOxEngine>(engineParameters);
engine.LoadDocument("GameDocument.xml", OxConfiguration.GeneralDocumentType, DomainName);

This will make you engine's construction take place automatically with the type specified in your Ox.xml folder. This will sync up your code with the new documentation.

Here are the interesting changes -

Re-factored OxEngine/DefaultEngine to make to give DefaultEngine conveniently overridable behavior.
Enabled complex surface culling from within SceneComponent and added docs on how to do so.
Fixed numeric text entry bug.
Increased default gui sprite inset to eliminate texture bleeding.
Fixed multiple item de-selection bug in scene editor.
Fixed the issue so that if your script sets the bones in various transformations, both BasicModel and StandardModel will draw them in their transformed position.
Added absolute bone transformation to model bounding box generation.
Added mip-mapping to several textures.
Removed x,y,zLabel texture content cruft.
Applied fogging BEFORE lighting in shader.
Lots of documentation bug fixes.
Removed IEvaluator and kin.
Moved terrain offset into HeightMap so that HeightMap.GetHeight() works without having to offset its position parameters with Terrain.GridCenterOffset.
Added DesignTimeData property to components (deprecates the use of ScriptParameters).
Added IFovCamera and IOrthoCamera interfaces.
Applied inset to skin font.

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