NutshellEngine 0.0.2
NutshellEngine » Devlog
NutshellEngine 0.0.2 is here and brings many new features and bug fixes.
Runtime
The Runtime is the part of the engine that runs the games made with the editor.
Features
- /!\ Breaking Change! Having Renderable.mesh as nullptr now hides the entity, instead of rendering a default mesh.
- The provided Graphics Module won't stall if the window size is 0 (which happens when the window is either minimized or resized until there is no room for the render surface). This caused issues as, with the provided Physics Module, multiple simulation steps were being executed by frames to catch up, which caused slowdowns for a few seconds.
- The provided Graphics Module has a bloom effect for high values.
- /!\ Breaking Change! The engine will not create an entity per primitive if only "modelPath" is provided in the "renderable" component in the scene file. This feature was useful when there was no editor, as creating an entity per primitive could be tricky, and comes with many features related to this, which will be detailed in the "Editor" section below.
- Change log messages so they won't get cut in the Editor anymore.
Bug fixes
- Fixed multiple mathematics functions:
- decomposeTransform
- eulerAnglesToQuat
- quatToEulerAngles
- Fixed an issue where OBB colliders had a wrong rotation and issues related to scaling for all types of colliders in the provided Physics Module.
Editor
The Editor is the software used to make games with.
Features
- Better way to manage resources loading and re-loading. Resources loaded from files won't get reloaded until the file got modified.
- Renderables now contain a model path and a primitive index, as one Renderable can only contain a single mesh now (it was already the case for the Runtime, a single Entity with a model with multiple primitives became one Entity per primitive when loading the scene). The reason for this is that it wasn't possible to have a direct control on each Entity that would be created in the Runtime.
- Models can now be dragged and dropped into the scene to create an Entity per primitive.
- Each Entity created from a model can be modified independently from the others, whereas before, modifying the Entity containing the Renderable with the model path would apply all its components to the Entities created from it.
- The "From Renderable" property of the Collidable component is now a button that copies the calculated collider from the mesh instead of locking the collider properties and forcing the usage of the one calculated. It means that it is now possible to copy the collider from the mesh and modify it.
- Added Entities multi-selection, directly on the Entity list or the renderer.
- Added multiple options to the renderer:
- Change the color of the outline of the selected Entities.
- Change the speed and sensitivity of the camera.
- Change the key to use to select multiple Entities on the renderer.
- When moving, rotating or scaling an Entity on the renderer, the mouse cursor will now get to the other side of the renderer if it is leaving it. The Transform change is only confirmed with a final left click, a right click will cancel it.
- The Transform component widget is now updated in real time when moving, rotating or scaling an Entity on the renderer.
- Entities in the Entity list can be placed higher or lower using the Alt + arrow keys.
- Also, undoing (Ctrl+Z) the destruction of Entities will put them back at their original place in the list.
- Logs with multiple lines will be correctly displayed in the logs widget.
Bug fixes
- Colliders had their rotations in radians, they are now in degrees like the other rotations.
- Fixed scaling Entities on the renderer.
Files
NutshellEngine-0.0.2-Windows-x64.zip 35 MB
Aug 11, 2024
NutshellEngine-0.0.2-Linux-x64.tar.gz 20 MB
Aug 11, 2024
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NutshellEngine
NutshellEngine is a modular game engine designed to enable game and engine developers to work together efficiently.
Status | In development |
Category | Tool |
Author | Team Nutshell |
Tags | Game engine |
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