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  • 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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