Tuesday, May 15, 2007

BLADE3D BUILD 1817 IS OUT

Yes, the latest release of Blade3D beta1 (build 1817) is now available for donwload.

Hereunder is the list of changes:

  • New SimpleTerrain Height and Raycast Operators,
  • New audio system, with import, and preview,
  • New TriggerVolume, GraphTrigger, SoundTrigger and AnimationTrigger,
  • Opacity property now working on many MaterialsPlay Sound Operator,
  • Ability to modify bitmap fonts from gallery,
  • New Bounding Box ActionsBuilt-in support for Idle Animations,
  • Random sound containers,
  • New water normal texture,
  • RenderColorTarget Semantic Now Evaluated Per-Pass,
  • New Scene Level Bools For Enable/Disable Display Bounds, and
  • Fixed some floor plane draw issues.

Happy coding!

USERCONTROL FOR RUNNING YOUR XNA GAME WITHIN A WINDOWS FORM

... or as Nuclex has posted: "XNA Windows.Forms UserControl".

The preview: "... as can be seen in one of my recent news posts, I did just that while developing a world editor for my upcoming game Island War. Because of the great demand for such a component, I decided to release my XNA GameControl class to the public ...".

The screenshot:

And the link to it.

Handy, very handy ...

CRIMSON UPDATE ... AGAIN

Diagrams showing the layout of the engine are now available:

Plus a new video:


Also, as usual, a preview of the post: "... Animated sprites have been a fun feature to add, my implementation hangs around the concept of an animation sheet. my orc test sprite has some animations in separate.png files and some bunched together on the same .png. So how do i handle them? every animation gets a animation sheet, which contains its start frame, end frame and a reference to its texture. these are held in a dictionary as a value, the key to that dictionary is a CompassDirection (north, NorthEast ect). I have a load of these in a list, and i keep there indexes in another dictionary with a AnimationState(move, idle, jump etc). To get the correct animation sheet you just need to know what direction and animation you currently in and pull em out ...".

Ultrahead's out.