Releases: fredrickbancan/Rabbet-Game-Engine
RGE 0.1.1 indev
-Implemented dynamic procedural skybox and changed the playground layout
-Fixed sound system and switched to software based openal
RGE 0.1.0 indev
-reworked batching system for modular rendering and increased performance.
-further optimized rendering and render updates
-added support for 3d sprites
-changed sound system and openal dll for better audio quality
-removed tank
RGE 0.0.9 Indev
Implemented custom audio processing for distance and direction attenuation.
Added 3D text rendering(non linear interpolated).
Added support for looping sounds.
Created a few more sounds.
added a couple example sounds to spawn.
RGE 0.0.7 indev
Implemented automatic batching system for any primitive type and texture. Supports linear interpolation and transparency (not yet sorted transparency).
Implemented Impostor spheres with linear interpolation, batching and transparency with good performance.
Implemented foundations for true spherical billboard sprites and true cylinder billboard sprites.
RGE 0.0.8 indev
Implemented 3d sound system using OpenAL.
Added custom explosion sounds and tank firing sounds.
Migrated entire project to .Net core 3.1 for cross platform development.
Implemented latest version of OpenTK and other libraries for .Net core.
RGE 0.0.6 indev
Reworked collision code, text rendering and transparency.
RGE 0.0.5 indev
-Completed AABB collisions code to stable extent
-Completed Planes collisions code to a stable extent
-Completed spheres collisions code to a stable extent
-Completed points collisions code to a stable extent
-Added 4 configurable walls with pseudo lighting along with planes to world, forming a playground
-Added small lump in terrain, looks like minecraft blocks. Has AABB as collider
-World and entity collisions calculated every tick in world
-tank has AABB
-Cacti has AABB
-Player has AABB
-Tank projectile has Sphere
-When hitting a cactus directly, "Direct hit" gets displayed and a direct hit counter increases on screen.
-When hitting a cactus directly while mid air, "Air shot" gets displayed and a air shot counter increases on screen.
RGE 0.0.4 indev
Reworked GUI and added support for GL_POINT based particle VFX.
-Multiple GUI screens can be created with one being displayed at a time.
-GUIHandler.cs is abstraction of all GUI related requests and handling. Intuitive and cleans up lots of code.
-VFX can now expand and can be given expansion deceleration, with points simulates particles reaction to air resistance.
-VFX point particles can be given random brightness, ambient occlusion (for spherical appearance), and color.
-Added VFXUtil.cs for creating preset functions for creating particle effects and future other VFX.
-Abstracted font handling to FontUtil.cs. Now automatically loads all font files in the Res/Font diretctory. All successfully loaded fonts can be accessed throughout runtime without having to be re constructed saving performance.
-Multiple different font faces can be used, one for each GUIScreen.
RGE 0.0.3 indev
-added crosshair
-added gui component rendering system
-cleaned up lots of code related to positional objects such as entities
-started foundations for 3D collision detections
RGE 0.0.2 indev
-added vehicle entity class
-added tank
-added projectile entity class
-tank can fire projectile
-added explosions to planet
-added VFX
-added explosion vfx