Filed under: simple irrlicht framework

Sirrf 0.2.1 Released

0.2.1 is here, 9 days later the simple irrlicht framework team re-emerges with a feature and bug release. Some bugs have been fixed and some new features introduced, the changes include : * Script-side GameStates: It is now truely possible to derive from the GameState class (through CGameState) in scripts. A bug in previous versions prevented this, but this bug has now been fixed. * Script-side Components: EntityComponent can be derived from script-side (through CEntityComponent), classes in script can now create components and register them with entities from script or engine side. * Script-side Events: The event system is now integrated into the script engine. Script-side classes can derive from IHasSlots and can register, connect and disconnect from slot events. * Important Bug Fixes : - Construction of entity components with parent is now relatively safe. If you are not sure whether your component has a parent, check it after construction. If the component has no parent, destroy it as quickly as possible - AssetProcessors on windows were never loading assets unless the files were all lowercase, restrictions were irrlicht related but solved. - Minor bug fixes with script side things, Scolor fixes, asset groups on entities and much much more. Helpful Links : Sourceforge Page Downloads Documentation Tutorials

Sirrf version 0.2.0 released

So incase there are some who dont know about this yet, its one of the coolest and nicest to use game frameworks iv seen in quite some time. The simple nature of it and its ALREADY great features make it a great reason to look into for your own game. Iv always had the mindset that you should use existing tools to develop games, and actually make games. This framework already included strong typed c++ style scripting using angelScript. Theres audio support as well, and all aspects are scriptable so far. Another neat feature thats new to 0.2.0 is the ability to reload resources on the FLY. In realtime. And see the changes, this tends to be a common feature amongst higher/more expensive engines but with sirrf its as simple as one line of code. This means the tools that are being developed to be used with sirrf, will support the same set of features most indie commercial engines support, but will still be free and open source of course. Keeping in mind this is only the second major release, i have gotten involved in helping the framework progress, and we hope to see it moving toward something extremely useful for open source game development. And of course, it will be using the awesome irrlicht engine to support its cool features, and will progress along with great planned features for irrlicht in the shorter and longer term future. Give it i try if you actually want to make a game, and if you would like to help us out check out the project links below. All feedback we can get is valuable and key to the progression of the framework, so please evaluate it objectively! A quick feature list :: - Game state management; - Component-based entities: - 15 out-of-the-box pre-built components; - XML-based files for defining entities and their components without code; - Asset management: - Global managed pool of assets; - Reload assets in realtime with one function call; - A DataStore for storing data in a type-independent way; - Global and local event systems; - 2D and 3D Sound, with support for ogg, wav, flac, aiff, au, raw, paf, svx, nist, voc, ircam, w64, mat4, mat5 pvf, htk, sds, avr, sd2, caf, wve, mpc2k, rf64; - Nearly whole the native API is accessible through AngelScript; Also : Wiki WIKI Tutorials Docs Sourceforge home /development page Sourceforge page Downloads – Download on Sourceforge Download on ohloh
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