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  • 09:57, 15 July 2023Release Notes for Version 1.5 (hist | edit) ‎[8,029 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' December 27, 2008 * A new voxel terrain system has been added to the engine, along with several terrain editing tools in the World Editor. More information about these can be found in the Editing Terrain article. Support for the old terrain geometry has been removed from the engine, so any old terrain in existing worlds will disappear when opened in the new version of the engine. To preserve the old terrain, select it in the editor unde...")
  • 09:56, 15 July 2023Release Notes for Version 1.4.10 (hist | edit) ‎[2,037 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' July 25, 2008 * A new cross-platform voice chat system has been added to the engine as the Audio Capture Manager. In a multiplayer game, audio can be captured on each player's machine, compressed using a variable bit-rate algorithm, and distributed through the server to the other players in the game. In the demo game, there are options for enabling or disabling sending and receiving of voice chat, and there's a volume control for received v...")
  • 09:55, 15 July 2023Release Notes for Build 149 (hist | edit) ‎[7,405 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' July 8, 2008 * The graphical scripting system in the engine has been replaced with a far more powerful design that supports variables, loops, and conditional execution. All previously existing scripts will continue to run without modification. Details about the new scripting system are too extensive to include here, but they can be found in the Graphical Scripting Language article. * The <code>Function::Execute()</code> function now ta...")
  • 09:54, 15 July 2023Release Notes for Build 148 (hist | edit) ‎[3,995 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' March 13, 2008 * Glow and bloom effects have been added to the post-processing phase of the rendering system. No distinction is made between glow and bloom during post-processing, but the two effects are created by different parts of the shading equations. Glow comes from the emission component's alpha channel, and bloom is determined by the intensity of the specular component. Glow and bloom are enabled on a per-material basis, and each ha...")
  • 09:53, 15 July 2023Release Notes for Build 147 (hist | edit) ‎[845 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' February 25, 2008 * This release is primarily an update that contains the demo shown at GDC. * A new enemy character, the spider, has been added to the demo game. Its controller is now the simplest example of a controller for a non-player character. * A world can now be paused by setting the <code>kWorldPaused</code> flag with the <code>[http://c4engine.com/docs/WorldMgr/World_SetWorldFlags.html World::SetWorldFlags()]</code> function. (C...")
  • 09:52, 15 July 2023Release Notes for Build 146 (hist | edit) ‎[12,417 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' February 7, 2008 * With this release, we begin officially supporting the Intel GMA X3000 series of graphics chips under Windows. Some driver issues are currently preventing us from supporting these chips on the Mac. * A new post-processing effect has been implemented that enables distortion effects such as heat haze. Any effect can be configured so that it renders into the distortion buffer instead of into the main scene by using the <code...")
  • 09:51, 15 July 2023Release Notes for Build 145 (hist | edit) ‎[2,799 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' November 27, 2007 * Implemented a new GUI rendering system. For details, see the wiki article about Creating a GUI Skin. * Added a radio button interface element as the <code>RadioButtonElement</code> class. * Cameras now have a new flag to indicate that they may temporarily move outside their owning zone. This is useful in such cases as a camera mounted on a gun that's attached to a character. A similar flag has existed for lights, and n...")
  • 09:50, 15 July 2023Release Notes for Build 144 (hist | edit) ‎[5,414 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' November 9, 2007 * The Resource Manager has been redesigned and now supports pack files and a virtual directory hierarchy. All resources are still stored inside the Data folder, but the subfolders that previously separated resources by type no longer exist. Resources can now be organized in an arbitrary manner inside the Data folder. However, the top-level contents of the Data folder have special meanings. * All of the top-level subfolders...")
  • 09:49, 15 July 2023Release Notes for Build 143 (hist | edit) ‎[2,080 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' October 19, 2007 * Reference markers can now be expanded and collapsed dynamically from code using the <code>ReferenceMarker::Expand()</code> and <code>ReferenceMarker::Collapse()</code> functions. * The <code>TextElement</code> interface element class has been rewritten and now combines all of the functionality that was previously spread over four different classes. Several new features have also been added that can be used almost everywh...")
  • 09:49, 15 July 2023Release Notes for Build 142 (hist | edit) ‎[3,956 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' October 9, 2007 * The Tool Manager has been renamed to the Plugin Manager. The <code>Tool</code> class is now the <code>Plugin</code> class, the <code>ToolMgr</code> class is now the <code>PluginMgr</code> class, and the <code>Tools</code> folder is now the <code>Plugins</code> folder. * A new feature has been added to the in-game interface panels that allows an impostor image to be displayed beyond a given distance instead of the set of e...")
  • 09:48, 15 July 2023Release Notes for Build 141 (hist | edit) ‎[4,871 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' October 3, 2007 * The Info page in the World Editor now displays the number of instances in the scene corresponding to the node for which the gizmo is currently shown. The number of instances is equal to the total number of nodes referencing the same data object. * When replacing materials on individual surfaces of a geometry that has multiple instances in the scene, the World Editor now enforces the preservation of the material segmentati...")
  • 09:47, 15 July 2023Release Notes for Build 140 (hist | edit) ‎[9,610 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' September 27, 2007 * '''IMPORTANT:''' It is particularly important that you backup your resources before installing this build. The World Editor will throw away obsolete information when you open files, and worlds will be saved in an updated format. * After installing build 140, you should open each of your worlds in the World Editor and then immediately save them to automatically update them to the new format. Resource sizes will decrease...")
  • 09:46, 15 July 2023Release Notes for Build 139 (hist | edit) ‎[182 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' August 21, 2007 * Implemented a workaround for an ATI driver crash that some people have been experiencing. * Fixed a couple minor bugs in the engine.")
  • 09:46, 15 July 2023Release Notes for Build 138 (hist | edit) ‎[2,683 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' August 18, 2007 * A new script method called "Change Settings" has been added to the core scripting system. This method lets a script change the same settings for an object that are displayed in the World Editor's Get Info dialog. Not all of every object's settings are exposed to scripts because there are some things that can't be changed dynamically, but in general, any object setting for which it makes sense to change can now be changed b...")
  • 09:45, 15 July 2023Release Notes for Build 137 (hist | edit) ‎[8,825 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' August 4, 2007 * The Sound Manager has been almost completely rewritten and now includes a much larger set of features. More important than the number of features, though, is the fact that every single feature is available on all platforms and with all sound hardware. The engine no longer contains any support for vendor-specific libraries like EAX and instead uses a custom multi-threaded software audio renderer. This gets rid of all the hea...")
  • 09:44, 15 July 2023Release Notes for Build 136 (hist | edit) ‎[1,218 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' May 22, 2007 * There have been several problems with input not responding on the Mac lately. This issue has been traced to behavior changes in some MacOS X HID Manager functions introduced by the latest security updates from Apple. Some users would have started experiencing the problem after upgrading to MacOS 10.4.9, and other users would have seen the problem only after installing security update 2007-004. A workaround has been implemente...")
  • 09:43, 15 July 2023Release Notes for Build 135 (hist | edit) ‎[5,938 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' May 12, 2007 * Antialiasing has been re-implemented in the engine using the <code>GL_EXT_framebuffer_multisample</code> extension. The number of samples per pixel can be set in the Graphics Settings dialog, and the engine supports up to 8 samples when available. * The weapon code in the demo game has received a big upgrade. All weapons now shoot precisely from their barrels. More importantly, the proton cannon is now implemented. When it's...")
  • 09:42, 15 July 2023Release Notes for Build 134 (hist | edit) ‎[2,613 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' April 14, 2007 * Added a new <code>PolygonZone</code> class that allows a zone to have the shape of an extruded convex polygon. In the World Editor, polygon zones are drawn in a manner similar to portals, in which new vertices can be inserted, and existing vertices can be individually dragged around or removed. The polygonal shape defines the base of the zone, and the height of the zone is controlled by an additional handle at the top cente...")
  • 09:42, 15 July 2023Release Notes for Build 133 (hist | edit) ‎[9,365 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' April 6, 2007 * FBOs are now enabled by default on the Mac. They seem to be working correctly in MacOS 10.4.9. * The <code>System</code> class has been removed from the engine, and its functions have been moved to the <code>Engine</code> class. All occurrences of <code>System::</code> and <code>TheSystem-></code> should be changed to <code>Engine::</code> and <code>TheEngine-></code>, respectively. * With the intent of reducing the number...")
  • 09:41, 15 July 2023Release Notes for Build 132 (hist | edit) ‎[11,041 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' February 14, 2007 * '''NOTE:''' A lot of changes have been made to the distribution of source code files among the three code directories in this build. The directories have been renamed to "EngineCode", "GameCode", and "ToolCode", without spaces, so unzipping into an existing installation will result in three new code directories being created with clean groups of files. * The World Editor has received a massive upgrade, and the existing...")
  • 09:40, 15 July 2023Release Notes for Build 131 (hist | edit) ‎[855 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' November 20, 2006 * Implemented an example of a polyboard particle system. The <code>SpiralHelixEffect</code> class in the Game Module animates a particle system for which every group of 8 particles forms a ribbon. * Added a workaround to the Collada Importer that would handle apparently erroneous bone weights of zero generated by the ColladaMax 1.06 export plugin. * Fixed a scale problem that affected Collada exports from 3D Studio MAX....")
  • 09:40, 15 July 2023Release Notes for Build 130 (hist | edit) ‎[1,904 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' November 10, 2006 * Finished the animation blending system based on a new design. There are three built-in animator subclasses that provide general functionality, and applications can define custom animators for more specific purposes (see next note). Each animator in the tree assigned to an entity targets a range of nodes rooted at a given target node (which is often the entity itself). * The <code>FrameAnimator</code> class is used to pl...")
  • 09:39, 15 July 2023Release Notes for Build 129 (hist | edit) ‎[5,741 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' November 3, 2006 * Designed and implemented an animation blending system. The <code>Entity</code> class can now own a tree of Animator objects that calculate transforms for the node hierarchy rooted at the entity node. Each animator has its own target root node so that it can be assigned to a subtree of the whole entity. Animators can calculate transforms in any way they wish, and the final transforms output by the root animator are ultimat...")
  • 09:38, 15 July 2023Release Notes for Build 128 (hist | edit) ‎[2,494 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' October 1, 2006 * The engine now builds as a universal binary on the Mac, but the Intel version has not yet been tested. * Made changes to the Network Manager and Message Manager that are too numerous to list here. The vast majority of the changes are finished, but there will be a few more in the next build, mostly to move some functionality currently in the demo game module into the engine module. * Added a lot of new gameplay code to...")
  • 09:38, 15 July 2023Release Notes for Build 127 (hist | edit) ‎[5,190 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' September 15, 2006 * Implemented a large amount of new multiplayer functionality. The overall system is a work in progress and will be completed in build 128. The primary enhancement in this release is a new message journal that stores certain controller messages. The journal is sent to client machines when they join a game in order to update the state of various controllers before the current world is displayed. When a client machine recei...")
  • 09:37, 15 July 2023Release Notes for Build 126 (hist | edit) ‎[14,571 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' August 31, 2006 * '''IMPORTANT:''' In the unlikely case that you have world or model resources that have not been saved in build 113 or later, you need to open them and save them in build 125 before opening them in build 126. * '''IMPORTANT:''' Because of some format changes in this build, it's recommended that you open and save all worlds and models to update your resources. In most cases, resources will shrink in size slightly. * '''I...")
  • 09:36, 15 July 2023Release Notes for Build 125 (hist | edit) ‎[1,801 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' June 30, 2006 * Implemented an entity placement tool pane in the World Editor. An entity is placed in the world by selecting an entity type from the list, clicking on the entity's position, and dragging to rotate it into the desired orientation. This places an actual entity node into the scene, but it has no model hierarchy until the world is loaded for gameplay. An entity may be initially disabled in the Get Info dialog, in which case it i...")
  • 09:36, 15 July 2023Release Notes for Build 124 (hist | edit) ‎[3,097 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' June 25, 2006 * Implemented support for version 1.4 of the Collada format. The Collada Importer tool can now read both versions 1.3 and 1.4, and everything that was supported in version 1.3 is now supported in version 1.4. * Introduced frame time normalization in the World Manager. This is currently applied to velocity-dependent effects like full-scene motion blur and line particles, giving them a uniform appearance at all frame rates. By...")
  • 09:35, 15 July 2023Release Notes for Build 123 (hist | edit) ‎[1,824 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' June 6, 2006 * A pbuffer fallback has been implemented on the Windows platform, and it is used if the <code>GL_EXT_packed_depth_stencil</code> extension is not present. An equivalent fallback has not been implemented for the Mac platform because it does not support pbuffers that can share a rendering context when the pixel format is identical. * Motion blur can now be rendered on all supported hardware running on the Windows platform. *...")
  • 09:35, 15 July 2023Release Notes for Build 122 (hist | edit) ‎[8,783 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' May 24, 2006 * '''IMPORTANT:''' In order to use the save game functionality in this release, you must update any world that will be saved as a save game to a slightly newer format. To update a world, simply open the world in the World Editor and then immediately save it. Although no problems are anticipated, it's highly recommended that you backup your WLD resources before running this build. * Implemented delta save files for saved games...")
  • 09:34, 15 July 2023Release Notes for Build 121 (hist | edit) ‎[1,264 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' April 24, 2006 * Added a new procedural fire effect. This replaces the old effect that's been in the engine and is vastly superior in multiple respects. The <code>FireEffect</code> class is now in the engine core and is accessible in the World Editor. The fire effect can be placed in a world by using the tool in the markers/triggers/effects panel. The Get Info dialog for the fire effect contains settings for the radius and height of the fir...")
  • 09:34, 15 July 2023Release Notes for Build 120 (hist | edit) ‎[658 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' April 20, 2006 * Implemented the rectangular select tool in the World Editor. It respects the selection mask, and the shift key can be used to add to an existing selection. Because of the different kinds of bounding volumes that some things use, you may select a little more than you expect for a particular dragged out rectangle. * Fixed a bug introduced in build 119 that would cause geometries not to update properly in the World Editor....")
  • 09:33, 15 July 2023Release Notes for Build 119 (hist | edit) ‎[4,779 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' April 18, 2006 * For fog spaces, you can now select whether to use a constant density or a density that increases linearly with distance from the boundary plane. The linear density function is slightly more expensive (one additional fragment program instruction on NV40+, a surprise considering the extra complexity), but it can look much better when the camera is near the fog boundary. * Fog spaces now use the occlusion system to cull obje...")
  • 09:32, 15 July 2023Release Notes for Build 118 (hist | edit) ‎[676 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' March 28, 2006 * Added a validation function to the <code>PropertyRegistration</code> class so that property subclasses could identify which types of nodes they are supposed to be used with. This works in the same way that the validation function works for controllers. The validation function is only used to determine which available properties to list for a particular node in the Get Info dialog. * Fixed a problem in the Collada Importer...")
  • 09:32, 15 July 2023Release Notes for Build 117 (hist | edit) ‎[3,405 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' March 20, 2006 * The standard appearance of the graphical user interface has been overhauled. The new design doesn't have so much color in it and uses the more familiar dark-on-light shading for text. The fonts have been updated to look nicer and be more readable. * Added the <code>$backgroundColor, $windowColor,</code> and <code>$hiliteColor</code> permanent variables to the Interface Manager. These can be changed in the <code>Data/CFG/V...")
  • 09:31, 15 July 2023Release Notes for Build 116 (hist | edit) ‎[12,058 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' February 28, 2006 * The Get Info dialog in the World Editor has been expanded to include controller and texture mapping settings that used to be shown in separate windows. The Get Info dialog now has multiple tabs, and the Controller tab is always present. Geometries now have tabs for geometry building flags, rendering flags, collision properties, and texturing settings. * There are now a few additional tabs in the Get Info dialog: Genera...")
  • 09:30, 15 July 2023Release Notes for Build 115 (hist | edit) ‎[2,153 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' January 12, 2006 * This is a tune-up build that corrects some existing problems, most of which are rather minor, and makes various improvements in the sample game module. * Changed the way that grenades behave in the game module. Previously, the grenade controller determined that a grenade should stop when it collides with something if the velocity component along the collision normal was small enough. This caused the grenades to stick to...")
  • 09:29, 15 July 2023Release Notes for Build 114 (hist | edit) ‎[10,103 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' January 9, 2006 * Fog has been completely redesigned in this build. Fog is no longer a property of a zone, and any existing uses of the old fog property will disappear from worlds opened in this build. Fog is now controlled by placing a fog space node into the scene. The zone containing the fog space node is automatically fogged, and other zones may be linked to the fog space so that one fog space can be used to fog areas covered by more th...")
  • 09:28, 15 July 2023Release Notes for Build 113 (hist | edit) ‎[9,844 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' December 26, 2005 * '''WARNING:''' It is strongly recommended that you backup <code>WLD</code> and <code>MDL</code> resources before upgrading to this version of the code. The geometry serialization format has changed a little, and existing resources will automatically be updated to the new format when they are loaded and then saved (see next item). Although no problems are anticipated, a backup of your old files should be kept until you're...")
  • 09:27, 15 July 2023Release Notes for Build 112 (hist | edit) ‎[8,542 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' October 19, 2005 * This build includes a heavily commented sample game module called "Skeleton" that represents nearly the minimum amount of code that needs to be written to have a working game module. You can tell the engine to load this game module by editing the file <code>Data/CFG/Variables.cfg</code> and changing the value of the variable <code>$applicName</code> to "Skeleton". To get the primary game module back, change <code>$applicN...")
  • 09:25, 15 July 2023Release Notes for Build 111 (hist | edit) ‎[1,901 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' July 26, 2005 * Fixed a minor glitch in the light region determination code that could cause light regions generated by large portals to be too small. This only affected point lights, and could cause the illumination to drop out too early as the camera turned away from the portal. * Implemented a new diagnostic mechanism that displays light regions. This is toggled on/off by using the command <code>rgns</code> in the command console. The...")
  • 09:22, 15 July 2023Release Notes for Build 110 (hist | edit) ‎[985 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' July 5, 2005 * Made some adjustments so that the projects will build correctly on the Mac using Xcode 2.0. * The main project now compiles and links successfully under Dev-cpp. However, there are still issues preventing the game module and tools from being linked to the main executable. * Removed the requirement that the <code>GL_ARB_fragment_program_shadow</code> extension be available in order to get the ARB1 shader path. The Mac and...")
  • 09:22, 15 July 2023Release Notes for Build 109 (hist | edit) ‎[2,636 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' June 23, 2005 * Added the <code>PaneBoxElement</code> interface element. This provides a tabbed box that can be used for switching among panes containing different groups of settings. * Rearranged the material attribute settings to use multiple panes. * Added reflection and refraction settings to the material manager. These can be used with remote portals by specifying that the image rendered a remote portal is to be directed to either...")
  • 09:21, 15 July 2023Release Notes for Build 108 (hist | edit) ‎[1,831 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ '''Release date:''' May 27, 2005 * Added the <code>kLightExternalZone</code> flag to the <code>LightObject</code> class. This tells the lighting system that the light may not be physically located in the zone that contains the light node in the scene graph. This flag is useful for lights that are attached to other objects (like a character). It's possible for a character to be in one zone, but the light that he's holding to be in a different zone because his a...")
  • 09:20, 15 July 2023Early C4 Engine Development Worklog (hist | edit) ‎[81,445 bytes]Eric Lengyel (talk | contribs) (Created page with "­__NOTOC__ == July 3, 2003 == * Completely redesigned the collision detection architecture. All geometries are now handled uniformly by a general collision detection algorithm. Swept sphere collisions can now occur with arbitrary geometrical shapes. * Removed the restriction that the torus primitive be circular. It can now be elliptical. * Added a flag that forces tangent fields to be calculated numerically for primitive geometries instead of analytically. * Added a ge...")
  • 09:13, 15 July 2023Release Notes (hist | edit) ‎[6,967 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ == Version 7.x == {| {{Table}} {{Tablehead3|Version|Release Date|Release Notes}} |- {{Tablerow3|Version 7.1|24 April 2023|Release Notes for Version 7.1}} |- {{Tablerow3|Version 7.0|22 March 2023|Release Notes for Version 7.0}} |} == Version 6.x == {| {{Table}} {{Tablehead3|Version|Release Date|Release Notes}} |- {{Tablerow3|Version 6.9|2 Nov 2018|Release Notes for Version 6.9}} |- {{Tablerow3|Version 6.5|30 Sep 2017|Release Notes for Version 6....")
  • 09:11, 15 July 2023Glossary (hist | edit) ‎[5,416 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ This glossary defines many of the terms that are used by the C4 Engine and provides links to more information in most cases. == B == '''Blocker''' A blocker is a volume of space that can be used to block the passage of a rope or cloth geometry. == C == '''Controller''' A controller is attached to a node in order to manage some kind of motion or behavior. Controllers also serve as the point where scripts can interact with nodes and where network communicatio...")
  • 09:10, 15 July 2023Programming Introduction (hist | edit) ‎[6,706 bytes]Eric Lengyel (talk | contribs) (Created page with "This page provides an introduction to the programming interface and general design philosophies of the C4 Engine. An understanding of each of the topics described below is essential to programming applications for the C4 Engine effectively. Specific information about the application programming interface (API) is not covered here, but instead can be found in the [http://c4engine.com/docs/ API Documentation]. == Engine Architecture == File:Architecture.png|right|thumb...")
  • 09:06, 15 July 2023Quick Tour (hist | edit) ‎[2,409 bytes]Eric Lengyel (talk | contribs) (Created page with "This article describes what you'll see when you run the C4 Engine for the first time after building the engine with the stock project files and data. == Basic Interface == By default, the C4 Engine is configured to start up in the demo game called ''The 31st''. (This is a game currently in development at Terathon Software.) The demo game's title screen appears as shown in the background of the screenshot below. All of the settings that can be accessed from this title s...")
  • 09:04, 15 July 2023Getting Started (hist | edit) ‎[1,956 bytes]Eric Lengyel (talk | contribs) (Created page with "__NOTOC__ === Installation === Follow these instructions to get started with the C4 Engine under 64-bit Windows 10. To install, first create a directory somewhere on your hard drive in which you'll store all of the C4 Engine files. Put the source code in this directory and extract the C4-Data-xxx.zip file into the same directory. Your C4 Engine directory should look like the following: * Data * EngineCode * GameCode * Import * PluginCode * SimpleCode * SlugCode * Tera...")
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