A3DGE 1.0.2 release (bugfixing)
A3DGE 1.0.2 release (bugfixing)
A3DGE 1.0.2 release (bugfixing)
A3DGE 1.0.2 release (bugfixing)
Release 1.0.2
* Workaround about fpc's "Internal error 2009112601" issue.
A3DGE 1.0.1 release (bugfixing)
Release 1.0.1
+ Added sound initialization.
A3DGE 1.0 released
* Fixed display notification "write" (duh!).
* A smapll adjust in the ex_logo example.
A lot of stuff from TRUNK applied to release 1.0. This includes a few bugfixes,
+ Added A3DGE logo, including the PNG and a way to build it using the engine.
+ Added unit "a3dge.Common" with a few of useful pre-build game states.
+ Added method "Merge" to material list.
+ Added tool 3DIT, but needs some testing.
Release 1.0
+ Added PLG format description.
* Fixed examples removing "fWorld" element and changing other issues.
+ Added documentation about the basics of collision checking.
+ Added EModelLoad class to be used by model loaders.
* Step back on the Billboard/Sprite situation: Now there's only TBillboard
* Differentiated "billboard" from "Sprite 3D", adding a planar model to simplify.
+ Added unit a3dge.Collisions that implements routines used to check collisions
* TOctree.CheckCollisions checks object radius and ignores if it's zero or less.
* Property OnCollideWith renamed to OnCollision.
* Fixed order of box limits on octree, model and object methods to follow the
+ Added functions AreSameVector3D and AreDifferentVector3D to a3dge.Math3D.
+ Added example of use of TWorld3D.
* Fixed transparent object rendering.
* Fixed GetVectorLength2 (Duh!).
* Combined TMesh3D and TPolyhedron in a single class. Also moved part to
* Changed miramar.png to a better version.
+ Added function CreateBox and rewritten CreateCube to fix issues and to add
+ Added frame property to TObject3D.
* Swapped exectution order of current and global states.
+ Added scale properties to THeightmap.
+ New sample heightmap.
* Replaced random generator of plasma so it can repeat maps if same seed is
+ Added front-end program for cap3d.
* Refactored the heightmap in a class. This simplifies things and should make
* TBaseCamera3D renamed as TCamera.
+ Added tools to generate heightmaps. Need more work.
* Fixed fog activation (Duh!).
* Replaced the Log object with the (Do)Log method in the TA3DGEApplication
* A few improvements in the heightmap rendering.
+ Added ambient light.
+ Added mouse input.
+ Added property Enabled to TEntity3D.
* Huge improvement of unti a3dge.Math3d: re-ordering, re-naming, and adding
+ Added a `TBillboard` model. Should work on z-ordering.
- Removed the documentation CSS file. Silly decission. 8^P
Restoring docs css.
* TListVector3D renamed as TVector3DList.
* Contenf from a3dge.Pol3D moved to a3dge.Model3D.
* Fixed PLG loader: better materials and can load any PLG file now (It didn't
* Fixed Wavefront .obj loader: if no vertex normals are defined then use plane
* Fixed TMaterialList.Find: It returned 0 when no material found but should
* Default color descriptions redone. Now they're EGA compliant.
+ Added method TraceFmt to TLog so no need of Format.
* Moved the "allegro5" directory inside the "engine" directory.
+ Added method Find to TMaterialList.
* Small fix on makefile.list.
Applied some changes from TRUNK to pre-2.0:
Upgrading pre-2.0 with some ideas from trunk:
Updated pre-2.0 make toolchain to the latest "makeproject" template.
* Fixed the rendering pipeline. I think now it's more easy to understand and
* objview renders objects now.
* Fixed units a3dge.Model3d and a3dge.Wavefront so they compile now.