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tzw / Cube-Engine

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tangziwen 提交于 2016-07-18 21:32 . alpha 0.30b

#ChangeLog#

##Here is the changelog of the CubeEngine

###alpha v0.30b 7.18.2016###

  • add tableView
  • fix alot of bugs.
  • add a demo.

###alpha v0.30 7.9.2016###

  • added ".tzw" format model load.
  • fixed a bunch of bugs.

###alpha v0.20b 6.22.2016###

  • reworked window management backend.split out the GLFW stuff.

###alpha v0.20 6.21.2016###

  • purge qt's opengl binding and qt window manager classes. use GLFW & GLEW instead.
  • purge qt's math libary (qvector qmatrix qquaternion etc.)
  • add tzw::Matrix44 tzw::Quaternion to do math stuff.
  • add Action::final method to make sure action's result is accuracy.
  • bump version to v0.20

###alpha v0.15 6.20.2016###

  • use LocalPiority instead Piority.

  • totally reworked GUITitledFrame. and change the name to GUIWindow.

  • totally reworked EventMgr system add ObeyNodePiority's Listener they will sort them piority when Node's Piority(LocalPiority & GlobalPiority both are suitable)

  • totally reworked Event and change the name to EventListener.

  • fixed some bug which previous buggy Piority-System caused.

###alpha v0.13 6.15.2016### *new GUI window *a bunch of useful macro to prototype *add a simple script language virtual machine.

###alpha v0.13 3.4.2016###

  • add some GUI controls, Label, Button, Frame,RadioFrame etc.
  • Label now support utf-8 characters display.
  • a bunch of Bugs fixed.

###alpha v0.13 12.28.2015###

  • the octScene now will generate a visible list instead of simplly setting object drawable
  • add two classes tzw::TextureAtlas and tzw::TextureFrame,the first one can read an texture altas,the second use to handle the orignial texture
  • mesh add a method called "merge", which can allow you to batch some meshes in one, should reduce the draw call performance hit.

###alpha v0.13 12.7.2015###

  • fix the skybox problem
  • add a bunch of APIs which can let you controll the whole pipeline easilly.
  • strip some Qt's library.

###alpha v0.13 12.2.2015###

  • fix a lot of bugs for octree
  • remove all script code, I decide use my own script language
  • update some docs

###alpha v0.13 9.6.2015###

  • improve event management
  • add simple sky box
  • add freetype support
  • add basic GUI support including ColorQuad, Sprite, button, label,
  • a basic quake-like ingame console.
  • fix lot's of bug especially in rendering parts

###alpha v0.13 9.6.2015###

  • add Octree management and frustum culling
  • sperate the logical update and draw call

###alpha v0.13 7.9.2015###

  • Add external "converter" libary for handling model convert, and separate the connection between the Engine adn Assimp.
  • Add two new classes "skeleton" & "EntityNode", Skeleton use to update the bone and node transformation while Entity is playing skin animation. EntityNode use to represent the Node(typically the Bone) in the model,you can use it to get the bone(node) transform matrix or simplly attach something(eg. weapons. ) in the specified entity.
  • Fix the bug which cause the relative path of the texture image invalid.
  • Add new model file format ".tzw",loading and writing. currently it only support static models, the models which have skin animation still need Assimp support(not directly like previous versions but via the "external/converter"). In the future, I will completely strip down the ASSIMP codes from Engine. The next step, I plan to write an utility application (maybe named "CubeConverter", use the "external/converter" code base) which will use Assimp to convert others models file to ".tzw" files,and only guarantee the engine can parse & write ".tzw" file format.
  • Add dependency of TUtility libary (see https://github.com/tangziwen/TUtility for details).
  • Add a Class called "Label" which can do some simple text rendering.
  • Refine the class "Sprite".

###alpha v0.11c 5.18.2015###

  • fix crash when RenderTarget's camera is not set.
  • fix wrong shadow effect when multiple resize.
  • change some the code of the sprite.
  • fix Node can only be addChild once a time.
  • add a 2D primitive - Rect.
  • add basic button widget
  • add eventMgr which can handle all sort of events

###alpha v0.11b 3.24.2015###

  • fix shader compile error in some machine.
  • fix engine C++ part compile error in some machine.

###alpha v0.11 3.23.2015###

  • add two water simulation classes - waterNaive & waterPG(Projected grid water),use waterNaive to simulate a small water area, use waterPG to simulate unlimited water surface like ocean.
  • add RenderTarget class, you can use RenderTarget to control the render pipeline.for example you can use it to simulate mirror.
  • Lot's of bug Fixed.

###alpha v0.10 3.10.2015###

  • fix the normalmapping bug
  • add the "RenderTarget" class,you can use it to simulate such as mirror effect
  • add the "Water" class , begin to add support of the water simulation, currently, it caculate on CPU side, and lack of some features.

###alpha v0.09b 3.10.2015###

  • drop the support of the forward-rendering.

###alpha v0.09a 3.9.2015###

  • support for cascaded shadow maps(CSM) for directional light,you can use it for huge scene shadow generation.

###alpha v0.08b 2.2.2015###

  • support multiple shadowMap(finally support directional light)
  • code refactor
  • add a brief chinese doc

###alpha v0.08 1.27.2015###

  • Add AABB
  • Add Ray
  • Fix material BUG
  • SkyBox finnaly support in deferred-rendering mode
  • Add Bloom Effect
  • Add simple 2D element
  • Add Node Groupping

###alpha v0.07 12.18.2014###

  • add basic deferred-shading support, the deferred shading system can allow you create lots of Lights.
  • lot's of bug fixed

###alpha v0.06 12.2.2014###

  • Refactor lot's of code
  • Fix the Terrain's default position

###alpha v0.05 11.24.2014###

  • Now lots's of Classes are inherited from the 'Node' class, you can easy handle them(Entity,Camera ,etc) hierarchically via unified interface
    engine now can render terrian from a height map , see demo

###alpha v0.04 11.19.2014#

  • Add normal mapping

###alpha v0.03-1 11.17.2014#

  • Refactor code

###alpha v0.03 11.13.2014#

  • Add skybox
  • Fix texture's path
  • Refactor code

###alpha v0.02 11.10.2014#

  • Add skeleton animation
  • Add shadow map

###alpha v0.01 10.30.2014#

  • Basic camera
  • Support for model loading.
  • Material system
  • Basic Lighting : directionalLight , spotLight , pointLight
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