Releases: Shaptic/Zenderer
Final Alpha Milestone
A lot of new things are going on in this version, most notably the addition of a level editor, integration of a level-loading API, and a revamped collision detection system.
The level editor is built in Pygame+Tkinter, and exports a format compatible with the new zen::lvl::zLevelLoader
API.
Here's a full changelog (from 71e3183):
- Revamped collision detection system: collision state querying, proper
detection on triangulated polygons, proper bounding boxes in entities. - Full support for concave polygons.
- Fully-featured level editor with support for import/export, with a
corresponding engine API to load the files. - Tons of minor bug fixes.
- A major rendering bug fix that caused crashes and has gone unnoticed
for some time. - General improvements in file parsing.
- Full support for MinGW compilation on Windows.
- Ambient lighting shader.
- Stable animation API.
- Documentation improvements and updates.
This release is set out to be the final major release, and I expect that Zenderer will enter beta very very soon.
Beta Release Near!
A majority of the improvements in this release involved the collision system, and the animation API.
Now, the collision system is integrated into the polygon primitives, rather than within the entity. This makes different routines easily possible through inheritance, rather than zen::obj::zEntity
attempting to cover all generic cases. There are still many kinks to work out and bugs to fix, and documentation to update, of course.
The animation API is still fairly fresh, and has basic functionality that has been essentially hacked together, but will be perfected throughout this major version.
I won't be updating the major revision number as changes to the animation API are made, simply because I am considering it to be in a very developmental stage, and expect there to be a lot of breaking changes.
I also hope to have 5.0.0-alpha be the final major alpha release, with the next stage progressing to 1.0.0-beta. I am beginning to develop a game using the engine internally, which means its nearing production quality.