Good morning, folk.
It happened a lot in the past months. First of all, I added a new example to sparrow3d. I saw this in a lecture and HAD to implement is. This are 15 wheals, which move in thereselfs... Hard to explain. Just have a look and get crazy. ^^
https://www.youtube.com/embed/GhxAp6qAKYQ?feature=oembed
Since my last post here I added ~50 commits, foxblock did 7 and pmprogs keeps the code always compatible with Visual Studio. I did not post about every change here, because just reading, that I added this or that is very boring for not developing people and developing people can follow my github-repository.
But because I made a little video about my new example today, I will talk about the changes we made, too.
First of all, of course I fixed a LOT of bugs. E.g. the main loop is now much faster. Just because of a small error in the time handling... Furthermore I improved the code and made it easier to fix and change.
But of course I also implementing fancy new stuff.
- I added utf8 support. That means: Geman letters like Ä or ß or French letters like á (please let it be a French letter - I have no idea about this language ^^) are now possible. I changed the font API a bit, too. I hate API changes, but it was necessary.
- foxblock did a lot for keyboard input. It does not really make sense, that you have to choice letters with your D-Pad and selecting it with a button (like in puzzletube) if you have a full functional keyboard like the pandora. So he started to implement functions for easy accessing entered strings. It is working fine and is pretty fast. The next tasks (of me) will be to add a screen keyboard for devices with only a touchscreen and some other kind of keyboard for devices without touchscreen.
- Also I added a transparent surface cache. Thanks to foxblock for some ideas and criticism. I think without him the surface cache would be a bit weird to understand. Now it should be easy to use without thinking about a cache in the background everytime.
- For another project I make right now, I had to improve the sprite engine. It is now possible to load sprites with different animations from a file. testsprite.c shows, how to use it.
- Because the wiki pages grows very slow I added incode header comments for every function defined. So if you are not sure, how a function works exactly: Have a look to the header file. ;-)
Of course I did some optimizations again. ;-) I like #defines :>
So, if my code is working quite good (especially with Visual Studio) and is not slower (I did not test the latest changes on my gp2x), I will tag this as version 1.2.
greetings,
Ziz
PS: ALL GLORY THE WHEAL CHAIN!