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Game Incubator

File Release Notes and Changelog

Release Name: March 2004

Notes:
The full version contains all the sources and you will have to build your own .lib. You can also choose to only grab one part of the GI for your project.

The light version only contains the .lib and headers that enables you to start quickly a new application from scratch.


Changes: * GIFont Allow font to be loaded with constructor parametters * GIMouse Typo: uniformity of function name GetPosX becomes GetPositionX GetPosY becomes GetPositionY SetMouseX becomes SetPositionX SetMouseY becomes SetPositionY * GIApplication Typo: uniformity of function name GetPosX becomes GetPositionX GetPosY becomes GetPositionY void SetTitle(const char *windowtitle); // to change the window title * GIKeyboard void PushStringToTheQueue(const char *sentence, ...); // send a string to the buffer (as a nice complement of PushCharToTheQueue) * GIPath Sources added * GIDisplay RegionInSprite: enable you to have a sprite that is holding many sprite or to do sprite animation By default, sprites are now stretched and not tiled Handle properly windows change in size now (changes in GIApplication too) void UpdateSize(); // to be called if Application change of size (GIFramework will call it automatically) Shaders are not loaded by default, use SetDefaultVertexShader and SetDefaultPixelShader to specify the default shaders before loading a 3D Scene * New module GIScript GIScript is still very much work in progress. It uses VisualBasic Script or Java script independantly. As usual, dead easy to work with (GI powered ;)) It's very much function oriented, you can declare function in your application and your script can call those function (no custom type yet). The idea is toward having scripts that runs your gamelogic: eg. you have doors in your game, your attach a script to them and run the script each gameloop. The script can be: if someone is close enough, call OpenGate. So the door will open if someone is close enough. Nice heh? Future version of the GIScript will support Lua 5.0 (http://www.Lua.org)