File Release Notes and Changelog
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:
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Change Log:
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Developer Release: 05OCT2005-release.4:
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- 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:
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- Fixxed array over run with spd print out
- Polished a few things for for public release
Developer Build: 01NOV2004-release.2:
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- 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:
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- Initial Timing Class Implementation
Developer Build: 26OCT2004-release.1:
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- 2D draw framework built for printing text and HUD elements to the screen
Pre-Log History (Starting Mid August 2004):
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- 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.