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Version 0.9.5 and new docs (finally!)

We’re happy to announce the official release of v0.9.5 of the Ethanon runtime binaries and the Windows SDK. All new features over the previously released version are listed in the change log.

However, that is not the only thing in the good news bucket. Along with the new version, we’re officially publishing brand new documentation pages, which include both User’s Manual and the complete API Reference for the scripting side. Bruno “PorKaria” Fernandes worked hard to provide the Ethanon Engine team a whole framework that ease its maintenance, and he even added a pretty clean and good looking skin on top of it. The old manual pages have been completely redesigned, more information has been added and some other pages are updated and improved.

Since we’re still working to improve the documentation pages, it is only available on-line for now, so we can make sure everyone uses its latest version. Next steps include improvements on both the system (making it easier and faster to find what you’re looking for)  as well as its content.

What’s next?

Besides the additions to the manual, our plans for the future (v0.9.6) are:

  • Mac OS X Ethanon SDK
  • Fixes and enhancements to the editors
  • Scripting Examples pages in the docs
  • Quick start guide
  • Video tutorials
 
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6 Comments  comments 

6 Responses

  1. nathan upchurch

    I like what I have seen of Ethanon so far! Any chance of official forums and possibly a” hello world” tutorial for android?

  2. jason

    Just found this engine, it’s quite unique and so far loving it. But have one concern about the performance comparing to normal 2D game engine. It seems the shadow/normal map cost a lot?

    • andre.santee

      Sprites with rich lighting enabled may cost around 5x more than regular sprites, it depends on the number of lights too. Most of the times it is still not a big deal for todays GPU.
      Take a look at Magic Portals. It runs fine even on lower-end android devices. Anyway, use lights if you can afford them, but use it wisely.

  3. mignon

    This looks great! Any idea how long before the OSX support is available? Is it possible for someone familiar with C++ to compile it on OSX right now, or will it require some modifications?

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