Today's topic is about modules. Modules are the main enhancement of the upcoming version 0.5.1. With modules everyone can extend the engine without having the alter the original sources of the engine. This means that people can add other physics- or sound engines, but also complete packages like an RPG pack that adds common RPG features (e.g. inventory, quest system, etc.) to the games using it. As you can see, modules open up a whole new world for third party developers, while at the same time keeping the engine as lean as possible.
The reason I implemented the new module system is for the content of the games you are creating. Loading content should become easier and more platform independent. To achieve this, a new content manager has been implemented. It uses content modules to load in content from file. These content modules inform the manager what content it can load and then allows us to easily load any type of content with almost the same expression:
Entity* pentity = contentmanager.load<entity>("objects/mainchar");</entity>