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Black Engine

File Release Notes and Changelog

Release Name: 05OCT2005 v.04

Notes:
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CURRENT VERSION NOTES:
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- This is the first version that doesn't use my custom map format. So
hopefully it's not totally broken. When I make my maps I hate using the
Quake 3 tool so I use WorldCraft 2.1 and then compile in the Quake 3
tool. So I can't load my textures from my wad3 wad into the Q3 tool,
and I didn't want to write a wad reader yet. So I currently use the
name of the texture specified by the wad in the bsp to load a .tga
file of the same name in the texture directory. Yes it sucks and I
will get around to writing a wad loader. Or what ever it is Q3 uses
for their "shaders" aka textures to the rest of the world.

- Some CPUs over 2.5Ghz are throwing my timing class for a loop. The
frequency returned is too large for the data types I am casting it to
I think. I was having this problem eariler but thought I had solved it.
FEED BACK ON THIS IS WHAT I'M MOST INTERESTED IN!

Changes: //======================================================== Change Log: //======================================================== Developer Release: 05OCT2005-release.4: ------------------------------------- - Added .bsp file loading + Now loads type 1 polygons from BSPs (more to come) + Now loads texture information from BSPs - Changed from display lists to vertex arrays, huge performance bost - Now using all 100% my own textures, created by me. Developer Release: 01NOV2004-release.3: ------------------------------------- - Fixxed array over run with spd print out - Polished a few things for for public release Developer Build: 01NOV2004-release.2: ------------------------------------- - Timing Class tweaked to work on systems w\ high CPU frequencies (more work required here for CPUs above 2.5Ghz?) - Initial HUD draw function implemented (Black Engine TAG image being drawn at lower right corner using HUD draw) - Fixed long standing glOrtho problem. 2D elements now mapped per-pixel! - Translation (Movement) speed read out added. Should stay constant if the scaling calculations using the timing class are working correctly. Developer Build: 30OCT2004-release.1: ------------------------------------- - Initial Timing Class Implementation Developer Build: 26OCT2004-release.1: ------------------------------------- - 2D draw framework built for printing text and HUD elements to the screen Pre-Log History (Starting Mid August 2004): ------------------------------------- - Created base of Black Engine using only Dev c++'s win32 skeleton and a Targa Image loading class provided freely in the book "Beginning OpenGL Game Programming". All other code is 100% my own work.