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  1. Mar 28, 2011
  2. Mar 11, 2011
  3. Mar 09, 2011
    • dg's avatar
      The C core is not split into a shared library (.so/.dll/...). The game... · c8d4a344
      dg authored
      The C core is not split into a shared library (.so/.dll/...). The game executable is now a very simple runner that takes a core name and dynamically 
      loads and runs it. This will allow the game to make updates even if the C core changes, since it can simply download the new dll and place it along 
      the other engine stuff. This means that in the future when a module needs a version of the engine no present it will simply download it and switch to 
      it. Same for old savefiles, they will use the current module & engine version to run.
      
      need people to test this on OSX as no special care has been taken for it yet
      
      *WORK IN PROGRESS*
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@2988 51575b47-30f0-44d4-a5cc-537603b46e54
      c8d4a344
  4. Feb 18, 2011
  5. Feb 09, 2011
  6. Jan 01, 2011
  7. Nov 22, 2010
    • dg's avatar
      The game now computes "keyframes", those are the number of reference frames... · 55d17841
      dg authored
      The game now computes "keyframes", those are the number of reference frames displayed. Simply this means that particles effects and such that are dependant on being called 30 times per seconds now work independantly from actual FPS.
      Game:display() now receives a "nb_keyframes" parameter, it should be passed to to the map an other such things (see the example module, it is easy to update, although technically not needed)
      Requested FPS can be changed in the video options
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@2007 51575b47-30f0-44d4-a5cc-537603b46e54
      55d17841
  8. Sep 01, 2010
  9. Jun 21, 2010
  10. May 12, 2010
  11. Apr 01, 2010
  12. Jan 07, 2010
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