Notes: Release Notes - DXFramework 0.9.6 - http://dxframework.org DXFramework is a simple, illustrative, general purpose 2D computer game engine for Microsoft Visual Studio using Microsoft's DirectX technology. Much DirectX 2D functionality is wrapped so that 2D games can be created in a simple manner not requiring knowledge of the ins and outs of the DirectX API. Although 3D support as it exists in previous versions of DXFramework has not yet been ported to the new engine, 3D games can be created with this engine by using the DirectX API. Please see the getting started guide on the DXFramework wiki along with the other documentation hosted there if you are interested in using DXFramework for a project: * http://dxframework.org/wiki The dxframework-0.9.6.exe package contains: * Engine library source & project files for Microsoft Visual Studio .NET 2003 * Demos and media demonstrating simple use of the engine * Templates to simplify new DXFramework projects created with Visual Studio Please see the DXFramework home page for more news and information: * http://dxframework.org We no longer support MSVC 6 and MSVC .NET 2002. Design Notes: * This is a beta release. Most features are working, but some are still on the way or are only partially complete. Many features have been added but are not tested. If you find bugs, please report them by visiting the following link and posting the bugs to the DXFramework product: http://dxframework.org/bugzilla * You can view existing bugs and feature requests by searching for the keyword "dxframework" on the bugzilla. Please put all questions and concerns on the SourceForge forum: * http://sourceforge.net/forum/?group_id=54927
Changes: Change Log for DXFramework Version 0.9.6: * toolshed: Serious input bug fixed (many VK_ codes were being ignored) * toolshed: Added SetRotationCenterAsCenter method to sprite class. * toolshed: Disabled MIDI in Pong. * toolshed: Fixed logo unloading bug in Pong. * toolshed: Added comments in code to hint what is wrong when textures and other media fail to load because the working directory is set incorrectly. * toolshed: Tweaked some project settings for consistency across the board. * toolshed: Fixed mouse cursor usage throughout framework. Version 0.9.5: * toolshed: Moved output .exe files up one directory (out of bin), this was a source of many complaints. * toolshed: Changed load paths to reflect this output file change (../media/ --> media/). * toolshed: Changed debug output .exe file to $(ProjectName)-Debug.exe so that its debug status is readily apparent. * toolshed: Moved interface function "shortcut" prototypes (such as DXFCheckKeyboard()) out of dxf_foo.h headers and in to dxf.h header. * toolshed: Added boolean to Game::Load to allow fullscreen/windowed selection at startup. * toolshed: Font reference count bug fix, direct analogy of Texture ref count bug fix in previous verison. * toolshed: Removed requirement for pixel shader version 1.1. * toolshed: Fixed mouse cursor bug in pong. * toolshed: Changed default template to not use cheer.wav. * toolshed: Simplified player animation code in WorldMap. Version dxf-fall-2005 (special release for UM EECS 494): * Consolidated all header includes to dxf.h so that client apps only need to include that one file. * Sprite point collision bug fix. * Texture reference count bug fix. * Added dxf::Music class for background music. Version 0.9.4 (dxf module) * Traditional 3D support removed. 3D games still possible using DXUT functionality. * DXUT libraries included. * DXUT GUI libraries included and game state class modified for its use. * DXFramework engine separated into its own project that creates a library. * DXFramework applications now use the engine as a library. * DXFramework demos split up into separate applications. * Namespace dxf added, all DXFramework methods and classes are declared inside this namespace * Game object classes removed. * Game state default collision detection removed. * Unicode support (wchar_t) throughout by default, use of 'char' format for character strings is very limited. * Wave class removed. * Sound class now uses DXUT sound for low-level processing. * Console class completely rewritten, uses a parsing mechanism and is easily extended. * WinProc function removed, functionality implemented using DXUT callbacks. * Template files added to allow easy creation of new DXFramework projects. * Use of deprecated or soon to be deprecated DirectPlay and DirectInput functionality removed. * Keyboard and Mouse in particular no longer use DirectInput. * Joystick, Keyboard and Mouse demos added to framework demo. * Pong demo completely rewritten separated into separate application. * World map demo completely rewritten and separated into separate application. * Font class now uses new, faster DirectX api. * GUI class added to assist game states in using DXUT GUI functionality. * Many top level access functions replace old Class::pStaticPointer->Method(param) calls with DXFMethod(param), convenient * C_ prefix removed from all classes in dxf namespace. * Exception support completely removed. * HRESULT used throughout engine for error handling, allows use of DXUT V() and V_RETURN() macros. * View class completely rewritten to use functionality from DXUT. * Special dxf.h header added that includes all DXF header files for simple use of DXFramework by application programmers. * DXFramework project settings overhauled, optimizations increased. * DXFramework artwork updated. * Location/translation removed, position is new term used, any conversions are the responsibility of the user code. Post Version 0.9.3 (dxframework module) * calmofthestorm: engine: DX 8 to DX 9 * calmofthestorm: engine: Fonts now use the much-improved ID3DXFont interface * calmofthestorm: engine: Added "debug keys" (F5-F9) that can be tied to one or more console commands. * calmofthestorm: engine: Fixed an apparent memory leak when passing parameters to the command line * calmofthestorm: engine: Added a command line switch to execute console commands * calmofthestorm: engine: Fixed some memory leaks involving the BSP. It should be ok now. * calmofthestorm: engine: Added jmallen's C_Wave and C_Texture to allow loading waves and textures from resource files. * calmofthestorm: engine: Fixed a few bugs in vector arithmatic * calmofthestorm: engine: A few other random changes that needed to be done Version 0.9.3 * toolshed: engine: Net class now an abstract base class * toolshed: engine: Moved state managing code into its own class so that the code can be reused by classes that have sub-states (like Pong) * toolshed: Pong now inherits the net class so that pong-specific behavior is contained outside of the engine files * toolshed: Pong networking rewritten and simplified * toolshed: Welcomed akerfoot to project * toolshed: Updated license to less restrictive Berkeley license and moved up copyright to 2004 * toolshed: Pong now inherits C_StateManager for it's sub-state management * toolshed: Removed MSVC 6 project files * toolshed: Upgraded project files to MSVC .NET 2003 Version 0.9.2 * toolshed: engine: Added floating point exception check box in startup dialog for easy enabling/disabling * nchentan: engine: Added bsp class and demo * nchentan: engine: Added PVS, Frustum Clipping support to bsp * nchentan: engine: Added collision detection in bsp * nchentan: engine: Added support for 32bit index buffer * nchentan: engine: Fixed floating point error in checkEdgeIntersectFace * toolshed: engine: Added floating point error exception generation after device init in view.cpp when _DEBUG defined * toolshed: engine: VECTOR2::AngleTo now checks for division by zero * toolshed: engine: Renamed INTERSECT_TYPE to INTERSECTION_TYPE and changed some of its enum value names * toolshed: engine: Updated comments throughout the program. * toolshed: engine: Console Input() function removed, now receives input from controller, controller now gets input from WndProc * nchentan: engine: Fixed 32/16 bit index buffer bug * toolshed: engine: Added skip n elements function to file class * toolshed: engine: Mouse cooperates with windows a little bit better now * toolshed: engine: Controller class and input devices handle acquiring devices better using SetAcquire * toolshed: engine: Textures remain around through a state change to avoid creating a just-deleted texture (same texture used in 2 states) * nchentan: Fixed floating point error in Ray Tracking demo * nchentan: Fixed floating point error in Landscape and Bill Board demo * nchentan: Fixed floating point error in Seek and Hide demo * toolshed: Fixed collision bug in DemoB (related to floating point division by zero) * toolshed: Added bsp demo menu button * toolshed: Added menu page number output Version 0.9.1 * toolshed: engine: Button state BUTTON_PRESSED added * toolshed: engine: Changed BUTTON_RELEASED to BUTTON_PRESSED throughout the program when applicable * toolshed: engine: Created enumeration FOG_TYPE * toolshed: engine: Made changes to C_View and various other engine components to permit recovery from device loss * toolshed: engine: Moved loading screen and loading animation variable definitions into gameglobals.cpp * nchentan: engine: Changes made to C_Primitive and the various classes derived from C_Primitive to permit device loss recovery * nchentan: engine: Changes made to other 3D components to permit device loss recovery * toolshed: engine: Many updates to Doxygen documentation comments throughout the code * nchentan: engine: Many updates to Doxygen documentation comments throughout the code * toolshed: engine: Removed ReAcquire method from controller and input device classes * toolshed: engine: Removed DVECTOR2 and IVECTOR2 from globals * toolshed: engine: Made VECTOR2 and VECTOR3 template classes in their own files to replace DVECTOR2 and IVECTOR2 and to create a custom 3D vector class * toolshed: engine: Moved many 3D constant definitions out of globals.h * toolshed: engine: Simplified input handling of mouse and keyboard class, made similar to joystick class handling * toolshed: engine: Updated net class to reflect changes in pong class * toolshed: engine: Made hooks in view class to enable skipping the initial video setup dialog box * toolshed: engine: Added lighting and anti-alias configuration to the video setup dialog box * toolshed: engine: Added sound disable support and button to main menu * toolshed: engine: Updated MSVC 6.0 project files * toolshed: engine: Added _MSC_VER compiler version detection to disable template overloads in vector2.h and vector3.h because MSVC 6.0 does not support it * toolshed: engine: Added compiler version output to console startup * toolshed: engine: Moved Error exception class out of tools.h/cpp and into its own file * toolshed: engine: Moved SAFE_DELETE family of macros out of tools.h into globals.h since they are used so much and changed so little * toolshed: engine: Cleaned up unnecessary #includes from engine/ headers and source files to reduce compile time * nchentan: engine: Added .md3 format support * toolshed: Change Log added to project * toolshed: Manual added to project * toolshed: C_Ball collision animation fix * toolshed: Separated many classes from 3D demos into their own files * toolshed: Changed project folder organization to better group states and the objects used by them together * toolshed: C_Tree renamed C_Cactus to represent it's sprite and to avoid possible confusion of it being a data structure * toolshed: Added acceleration to M input in Camera Demo * toolshed: Added frustum demo help screen and cleaned up output * toolshed: Changed variable names for C_Cactus to reflect change from C_Tree in landscape demo * nchentan: Added Update call to many primitives to permit device loss recovery * nchentan: Made cosmetic and camera changes to seek and hide * toolshed: Changed 2D menu button sprites * toolshed: Changed menu background to read DXFramework, removed menu header sprite for 3D menus * nchentan: Model demo cosmetic changes * toolshed: Separated pong demo into substates to make code more readable and to provide an example of using substates with DXFramework * nchentan: Changed camera movement in split demo * toolshed: Added clear call to vector classes to fix weird memory leaks * toolshed: Added version number output to menu screen * toolshed: Cosmetic changes to model demo * toolshed: Cosmetic changes to landscape and billboard demo * nchentan: Added .md3 demo
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