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From: Jeremy C. <ka...@gm...> - 2006-11-25 12:41:55
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Here is what's new in this version: (Some modifications comes from Christophe Kohler (CK) - Thanks to him) Allow programs using the GIFramework.lib to be compiled with __fastcall * New lib: GIRandom that allow you to have a predictable random number. * Tree structure changed, now all the GI are under a common directory called Sources (at last!) * GIReport: coloured icon are back on the report box (green for warning, yellow for errors and red for fatal errors) * GIDisplay possibility to set display as wireframe on or off virtual void SetWireframe(bool wireframe = true) = 0; Fixed the report error that didn't listen for the ignore option Fixed a bug with region sprite, when a region was used on the fly instead of predefined regions CK: possibility to set filtering on sprites (to give a blurred effect) CK: create a #define for right hand systems (e.g. Maya) CK: possibility to set a different texture on 3d objects (careful as SCENE destroy textures it used, so don't do it too!) CK: possibility to set clamp or tiled mode on texture class for 3d objects CK: reenabled simple mipmapping for 3d texture models Can now call GetName() on Object3D BOUNDINGBOX can be constructed from SubMesh SetHide available on Object3D now Octree: GetAltitude allows you to retrieve the altitude of a position (y) in space (x,z) * GINetwork now contains an ICOMMUNICATION interface that allow you to handle packets and ease commmunication between server and client. fix small bug on reconnect of TCP clients (OnConnection was not called) * GIMemory added 2 functions to help debugging virtual unsigned int GetFreeMemorySize() = 0; virtual unsigned int GetAllocatedSize() = 0; remove the need to specify the type of the objet in the unalloc macro * GITList Fixed AddBefore function * GIXML Allow enumeration of sections and key via an enumerate interface |
From: Jeremy C. <ka...@gm...> - 2005-10-09 16:50:40
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The October 2005 SDK is finally available in the download section. Here are what's new in this version: (plenty) Global: All GI objects are now under the namespace GI. (Except GIDebugMenu and GIProfiler) * New UnitTests: GICallStackUnitTest, GIReportUnitTest and GISoundUnitTest * GIDisplay Fix rotation center on region sprites * GITemplateList is declared deprecated, GI::TLIST replaces it * GICallStack This is a new lib to help you querying the callstack at any moment. This will be used in GIMemory to give you full report of where leaks are coming from and for GIReport to give you full information when poping up error reports. * GIReport Complete rewrite of the GIReport so that it's now an interface like GI::IMEMORY. That now decouples the GIReport from the other GI libs. All GI were impacted by this change. Added a AddRef/DecRef mechanism so that it isn't deleted while other still use it. (only relevant for people not using the framework, those that want just to use a few GI libs) Resources are included in the lib, so it's no more a DLL!!! * GIMemory Added a AddRef/DecRef mechanism so that it isn't deleted while other still use it. (only relevant for people not using the framework, those that want just to use a few GI libs) Possibility to list all the allocations virtual void Dump(IMEMORYNOTIFICATION *notification) {}; * GITList Remplacant de GITemplateList. It's requesting an allocateur (IMemory) and a reporter (IReport) * GINetwork API changed slightly (Notification is now inside the parameter object sent for init). * GIPath No more extern, it now uses an interface for display function. Proper Create/Destroy API * GISound Sounds are now created via the SoundManager object. The Framework provides you with one already if you are using it. Set3DHear becomes Set3DListener Flag and control becomes enums instead of defines * GIApplication IsFullScreen and IsPseudoFullScreen disappear and are replaced by one function: virtual APPLICATIONPARAM::ENUM_WINDOWTYPE GetWindowType() = 0; SetPseudoFullScreen & IsPseudoFullScreen disappeared as well and are done through WindowType in init function extern bool GIFullscreen; is no more used and is replaced by APPLICATIONPARAM::ENUM_WINDOWTYPE GIApplicationType Application will have to declare this line: GI::APPLICATIONPARAM::ENUM_WINDOWTYPE GIApplicationType = GI::APPLICATIONPARAM::eWINDOWED; http://gi.kamron.net <http://gi.kamron.net/> |
From: Jeremy C. <ka...@gm...> - 2005-08-07 18:47:18
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The August 2005 SDK is now available. You can find the SDK in the download section: http://gi.kamron.net/ This release is supported for .NET 2005 beta 2 and .NET Express Beta 2 (great products btw) Here is what's new in this SDK: * GIDisplay GISprite now accepts rotation in radian (0-2PI = 0.0f up to 3.14*2) void Draw(float screenx, float screeny, float rotation); void DrawRegion(unsigned long index, float screenx, float screeny, float rotation); void DrawRegion(const GIREGION2D ®ion, float screenx, float screeny, float rotation); Multithreaded load of GIScene3D (first version, will be improved later) * GIMemory Module that provides an allocator, now needed to initialised most mudules as all allocation are now controlled via it. (Stl allocator not done yet) * Due to GIMemory, most of the GI's Destructor now are protected, you will need to call Destroy() on the objects intead of delete. For example, you may meet this error if you don't: error C2248: 'GISPRITE::~GISPRITE' : cannot access protected member declared in class 'GISPRITE' use this instead: mysprite->Destroy(); Happy coding! Jeremy |
From: Jeremy C. <jch...@us...> - 2004-08-09 10:00:58
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The August SDK is now available. A few things: - Projects are now made for .NET 2005 (you can download the very stable beta for free http://lab.msdn.microsoft.com/express/visualc/default.aspx). This is the last SDK with VC6 support. It this is causing you trouble, send me an email, but .NET 2005 is AT LAST as good and better than VC6 to work with. - Next SDK will be released bi-monthly now instead of monthly. As the SDK goes stronger, fewer changes are needed. - I'll be adding a "Roadmap" section just under the "What's new" link so you know what is planned for the GI. - The GI is born 2 years ago and I didn't know I would be so pleased to share my sources with everyone else. Thanks for the support and kind emails! You can find the SDK in the download section. Here is what's new in this SDK: * Support for .NET 2005! * GINetwork Fix a bug on server socket (they didn't close the connection with a client when returning false on receive function) virtual unsigned short GetPort() = 0; // get the port you specified at the Init of a GINETWORK Small speed optimisation on closing sockets Remove the annoying WSAECONNRESET error message that simply stands the fact that the network link broke Added a timer (5 seconds default) as a timeout to connection with a server virtual bool Reconnect() = 0; // only for client, servers always return false * GIDisplay Stop changing values of passed 3d points in Draw3DLine functions Fix a bug with display of Region (in X), thanks to Dark-Nemo * GIReport Open and close the GIReport.log file every time an error is displayed, so if you kill the game, the file is not empty anymore * GITemplateList AddIfNotInList now returns a boolean (true: node added; false: node not added as it was in the list already) Jeremy |
From: Jeremy C. <jch...@us...> - 2004-05-30 17:58:04
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There you go. I didn't know if I would have the time but it's done, the June SDK is now available and I'm happy to annouce that I now fully support the 3D section of it :) I also did 2 workshop that I will need to upload them at some point (GIScript and GITextLibrary) As usual, you can find the SDK in the download section: http://gi.kamron.net/english/Extra/download.php Here is what's new in this SDK: * PlugIns The plug ins are now compiled for 3DStudio Max 6 * GIDisplay Fix color problem in Draw3DLine that happen in some 3d scenes Possibility to retrieve the default shaders you set with SetDefaultVertexShader & SetDefaultPixelShader virtual GISHADER *GetDefaultVertexShader() = 0; virtual GISHADER *GetDefaultPixelShader() = 0; virtual void SetMediaPath(const char *relativepath); // e.g: "Data", "Data/Textures", ... * GISprite Better support to SetSize/GetSize for region sprite: virtual float GetCurrentSizeX(unsigned long regionindex) = 0; virtual float GetCurrentSizeY(unsigned long regionindex) = 0; virtual void SetCurrentSizeX(unsigned long regionindex, float sizex) = 0; virtual void SetCurrentSizeY(unsigned long regionindex, float sizey) = 0; virtual void SetCurrentSizeXY(unsigned long regionindex, float sizex, float sizey) = 0; virtual void ResetCurrentSize() = 0; // Set back the size X and Y to match the real size * GIScene virtual const char *GetFilename() = 0; // retrieve the complete filename virtual void Merge(GISCENE *scene) = 0; virtual GIOBJECT3D *AddObject3D(GIOBJECT3D *obj3d, bool includingsubobj = true) = 0; // return the new GIOBJECT3D created in this GISCENE virtual void SetAlphaTest(bool test) = 0; virtual void SetAlphaTestValue(unsigned char value) = 0; virtual void UseTransparency(bool use) = 0; * GIObject3D Enables you to choose the matrix to render for this frame void SetMatrixToUseThisFrame(const GIMATRIX &matrix); virtual GISUBOBJECT3D *AddSubObject3D(GISUBOBJECT3D *subobj3d) = 0; // return the new GISUBOBJECT3D created in this GIOBJECT3D * GISubObject3D virtual void SetHide(bool hide = true) = 0; virtual bool IsHidden() = 0; virtual const char *GetName() = 0; * GIVolume virtual GIFACE *GetFaceArray() = 0; // retrieve a pointer on an array of face for this volume * GITexture virtual const char *GetFilename() = 0; virtual GISPRITE *CreateSpriteFromThis() = 0; // user is responsible for deleting the object retrieved * GIShader // on pixel shader, set it to false if you want to disable to use a blank texture (mainly for debugging purpose) virtual void SetUseTexture(bool usenormaltexture) = 0; * GIScript Fix bug with .NET 2003 for registering functions via GISCRIPT_REGISTER_FUNCTION Enjoy Jeremy Chatelaine www.kamron.net |
From: Jeremy C. <jch...@us...> - 2004-04-24 01:03:27
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Hello, The new SDK is already here. Earlier than I though. I'll probably focus on the 3D exporter/interface for the next SDK, and/or the GIPhysique. Let me know if there is any problem or if you would like to see things in the next SDK. Here is what's new in this SDK: * GIFont bool Draw(float screenx, float screeny, const char *text, long numberofcharacters = -1); bool Draw3D(GIPOINT3D point3d, const char *text, long numberofcharacters = -1); Added an optional character at the end to only display a certain amount of character long GetNumberOfChar(float sizex, const char *text); Return the number of character that you can draw in this string so it fits in sizex bool DrawInside(float screenx, float screeny, const char *text, float maxsizex); Constrain/Reduce the draw of the string inside maxsizex * GIReport Changed the error line into a multiline box, so we can format error message a bit better You can specify another line by adding \n in your text eg: GIREPORT_ERROR(true, "Line1\nLine2\nLine3"); There is an option for your user to hit the button "Send Error by Email", but so far, you could not set your email address. Now you can with this new function: static void SetEmail(const char *email = "you...@do..."); call it this way in GIInit (before an error may pops up basically): GIREPORT::SetEmail("my...@ha..."); * GIXML New Util to read and write basic xml files very quickly and easily (but the syntax to read is not that great yet) * GIScript Adding LUA * GIPath Draw function now available (to show the path with 3d lines) * GIStater Allow NULL function for State that have no function to call * GIFramework GIGetSDKVersion to retrieve the date of the build for the Light version of the GI (eg: Mar 4 2004) * GIMouse SetVisible(false); now, still display the mouse on windows title (so we can see where we click for drag n drop) Check for double-click bool IsAnyButtonDoubleClicking(); bool IsLeftButtonDoubleClicking(); bool IsRightButtonDoubleClicking(); bool IsMiddleButtonDoubleClicking(); * GIFont GIFONT_CENTER now works properly with multiline text (/n) Have fun, Jeremy Chatelaine www.kamron.net |
From: Jeremy C. <ka...@gm...> - 2004-04-22 20:12:19
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http://gi.kamron.net The next SDK is coming very soon and should be available next Sunday if everything is fine. This new SDK will contain a brand new version of a module (GIScript) and a new util (GIXML). GIScript enables you to run scripts with the Lua syntax. I'll tell you more about this later but it's really cool and quite good for a first version. GIXML enables you to read and write basic XML files quickly. I'm not fully happy about the way it's returning a std::vector when you read an xml as it's not quite intuitive to use. I'll probably change that in the future but it's working. Many other changes like GIReport that now displays error inside a multi-line box (just add n in your error text to add an extra line) and the GIMouse now checks for double-clicks. Anyway, have a look in the "What's new" link for more information. Jeremy Chatelaine www.kamron.net |
From: Jeremy C. <jch...@us...> - 2004-04-11 12:19:23
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A new project added in the Projects section: DNA (by Christophe Kohler) http://gi.kamron.net/english/Community/projects.php It's a sweet little platform game in 2D very well done. It's already playable so feel free to try it! On a different topic, the next SDK's big improvement will be the GIScript with true support for scripting language using LUA (www.lua.org). Will be available in the next SDK (May). Enjoy Jeremy Chatelaine www.kamron.net |
From: Jeremy C. <jch...@us...> - 2004-04-09 18:46:10
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The Genetic demo along with the source code is now available if you want to grab them or simply have a look at them. Enjoy, Jeremy Chatelaine www.kamron.net |
From: Jeremy C. <jch...@us...> - 2004-03-03 00:17:15
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Hello, The March SDK is now available for download: http://sourceforge.net/projects/gameincubator/ http://sourceforge.net/project/showfiles.php?group_id=82549&package_id=84665 &release_id=214671 As usual Full version contains the sources and Light version the library for fast development Here is what's new in this version: * GIHelp.chm Start of the help file for the GameIncubator * GIFont Allow font to be loaded with constructor parameters * 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 independently. 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) Jeremy Chatelaine www.kamron.net |