Here is the link: http://www.codeplex.com/QuickStartEngin ... seId=21358
Here are the relevant changes:
- Converted to XNA 3.0.
- You can now make changes to an Entity's position or rotation even if it has Physics. Previously any changes were overriden by the Physics system and the Entity's position/rotation would not change.
- The camera's frustum is now checked for collision against terrain to keep it from going under the terrain. To turn this off there is a function in CameraComponent.cs called ForceFrustumAboveTerrain, set this to false anytime after you've created a camera component object.
- The message system now allows for instantaneous messages to be sent/retrieved. This means you can now send a message and immediately be sure that the contents of the message have been filled with data for use. You can find an example of this in CameraComponent.cs in the ProcessFrustumTerrainCollision() function. To use immediate messages you need to use the SendMessage(), if you're sending a message that doesn't need to process immediately then use the QueueMessage() function to send the message. SendMessage should only be used in the case where you need that message to be processed immediately in order to use it results, or if you need that message to process before you can do other things that depend on that message having been processed. The reason for allowing messages to delay and not process immediately is because the engine is being designed for multithreading, and multithreading is easier with queued messages.
