SunBurn 2.0.11 & IGF v0.2.0.0 released!
Today, SynapseGaming released SunBurn engine 2.0.11 with just huge features (you can read release notes here) and with it, I’m now releasing the Indiefreaks Game Framework v0.2.0.0. I had IGF v0.2.0.0 fully tested and ready 24 hours ago but I was waiting for this SunBurn release to avoid making another distribution that would support it.
I’ve already seen plenty of great things to add to the framework based on the latest release notes and especially the Custom SceneEntity and SceneObject support in the Editor: I should then be able to let developers using IGF manipulate their AlphaBlended SceneEntity instances in the Editor… Must have for the next version
Until then, here is the release notes for v0.2.0.0 and as usual, you can download the latest version here.
v0.2.0.0: 04 February 2011
- Feature: Implements SunBurn engine 220.127.116.11: Benefits from all the optimization and additional features (Click here for release notes)
- Feature: Easy Hardware Instancing: The InstancingManager allows you to add hundreds of similar meshes to your scene with low framerate impact using SunBurn geometry instancing while allowing you to control each created instance world transform.
- Feature: ThreadPool: The Application class now contains a Threads property which allows you to launch long background tasks while updating and rendering your main game loop. Optimized to create threads per Core processor available (Xbox360 ready).
- Feature: Asynchronous Preloading: You can now load a GameState using a LoadingGameState instance that will update & render itself until the desired GameState is fully loaded. Allowing you to create static or animated sequences while the content is loading to notify the player on current progress.
- Feature: Keyboard & Mouse input device support: Each logical player in the available InputManager Player properties (PlayerOne, PlayerTwo, PlayerThree and PlayerFour) have now a Virtual GamePad mapped to keyboard and mouse keys, buttons and axis that can be easily customized to fit your needs. Also provides optimized access to pressed keys and held keys.
- Feature: Fade In/Out effect at GameState level: You can now easily fade in and out your entire GameState instances through a call to their FadeIn(Color startColor, float length) and FadeOut(Color endColor, float length) methods for smooth transitions.
- Feature: RandomGeometry helper class: First helper class to help developers randomly retrieve Vector3 within or on the surface of spheres and inside a cube.
- Feature: Interpolator & Timer helper classes: (Courtesy of Nick Gravelyn) Easily interpolate between values or execute code on custom timer ticks without the hassle of handling state updates.
- Fix: Cannot sort alpha blended entities on first Render call: Fixed a bug that occurred when SunBurn overriden renderers were trying to sort entities supporting alpha blending because the SceneState wasn’t initialized in certain circumstances.
- Fix: Base GameState.Update() and Draw() methods aren’t called in SunBurnGameState: Forgot to add the base.Update() and base.Draw() calls in the SunBurnGameState class. My bad
- Samples: Added AlphaBlending Sample: Demonstrates how to create custom SceneEntity classes that support Custom rendering as well as AlphaBlending and add them to the SunBurn rendering pipeline (forward and deferred).
- Samples: Added Instancing Sample: Demonstrates how to create thousands of Boxes with fewer draw calls using the builtin InstancingManager and SunBurn shaders.
- Samples: Updated previous samples: Previous releases samples now support Keyboard&Mouse input device uncommenting a few lines and also include an asynchronous loading mechanism to demonstrate its usage.