Welcome
Welcome to xnaquickstart

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. Registration is fast, simple, and absolutely free, so please, join our community today!

QuickStart v0.196 released

Latest Releases and news about the QuickStart project !

Moderator: Coordinators

QuickStart v0.196 released

Postby lordikon on Sun Jan 04, 2009 9:15 pm

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.
User avatar
lordikon
Administrator
 
Posts: 342
Joined: Thu Apr 03, 2008 11:26 pm
Location: Colorado

Postby bingomouche on Tue Apr 07, 2009 8:17 pm

Good on you mate, thanks for this release !
But you're still updating the codeplex? Haven't you moved to sourceforged ?
User avatar
bingomouche
Administrator
 
Posts: 68
Joined: Thu Apr 03, 2008 2:41 am

Re: QuickStart v0.196 released

Postby lordikon on Mon Sep 07, 2009 3:48 am

Sourceforge is fine for people who want to work on the project, but for people that just want to use the framework for their own game, it is easier to just grab from CodePlex.

I'm going to try and update the Sourceforge repository with my next update, which will hopefully be soon.
User avatar
lordikon
Administrator
 
Posts: 342
Joined: Thu Apr 03, 2008 11:26 pm
Location: Colorado


Return to News

Who is online

Users browsing this forum: No registered users and 0 guests