Releases: TheVave/Sharp
V0.2.1.3-alpha
V0.2.1.3-alpha
Suprise!
I added some support for OpenGL ES, so SharpPhysics may be able to run on phones.
I haven't been able to test it yet, but soon.
Other
Reorganized some folders and usings and cleaned some things up.
V0.2.1.2-alpha
V0.2.1.2-alpha
Added support for EBOs and removed some hardcoded error code strings.
0.2.1.1-alpha
V0.1.6-alpha
Added a currently unworking renderer with Vulkan, and I won't most likely continue development of it soon.
Fixed the ErrorHandler
(class) code to actually work.
Next, I think I'll continue work on collision and automagically creating a EBO for efficiency reasons.
Other things:
I might work on using a more recent version of OpenGL.
V0.2.1-alpha
V0.2.1-alpha
UI can now be made outside of a window using the UIRoot.NonWindowedObjects
property.
V0.2.0-alpha
V0.2.0-alpha
Moderate UI support using ImGui.
Creating custom UI Elements
Using the IUIElement
system you can create custom UI elements as long as they have a draw method.
UI Drawing
I'm using ImGui for rendering with Silk.NET for bindings.
Problems
Currently ImGui can only draw in windows inside the main window. This may be fixed later if I can find a good way to do it.
Mid-Publish Eureka
The runtimes folder contains already built versions of GLFW for Mac and Linux!
I'm going to make the Input folder compatible with Mac and Linux to make SharpPhysics
compatible with them!
V0.1.5-alpha
V0.1.5-alpha
Added Newtonsoft.Json and game saves (kind of)
This functionality can be found in the SaveGameHelper
class.
Example:
SaveGameHelper.SaveObjects("MainSave");
would make a new save called MainSave and save the contents of Scene 0 to it.
Soon you will be able to specify the scene to save.
Added Newtonsoft.Json
Added the Newtonsoft.Json library, and it can be trimmed.