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November updates

Published on December 1, 2012 by in news

A lot has been going on with the Ethanon project in november. Ethanon engine’s port to Mac OS X is done and is currently in its testing phase, also some important key features have been implemented on v0.9.6 as well, some other fixes left out from v0.9.5. It’s all listed in the change log.

Besides engine features, many new sections were added to the user’s manual, such as the joint tutorial, a comprehensive guide to Android and iOS deploying, some instructions around the global scaling system that helps us keep track of a million different screens sizes as aspects with ease, and of course, some tips on good resource management along with a “loading screen how-to” bonus.

Also, we’re already preparing the samples/tutorial section in the manual.

I’ll be back soon to announce the official release of v0.9.6, see you guys there, and keep coding!

 
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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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Sublime plug-in is out!

Published on October 25, 2012 by in news

If you don’t know what Sublime is yet, you should Google it immediately. I’m talking about the most awesome multi-purpose text/code editing tool that I have seen in a long time. I’m not wasting too many words describing how cool some of its features are because its official website landing page does it quite well.

As you guys might already know, the current official text editing tool for Ethanon is SciTE. We’ve been using it because it is free. It is quite handy most of the times but hardcore coders do miss many features that most modern text editing tools offer.

The good news for you guys is that a new Sublime Plug-in for Ethanon is being developed and its most important features are working, thanks to Phelipe Fabres (the newest member on our team in case you haven’t heard of him yet). It already does everything SciTE does, except it is much better now, which includes basic syntax highlighting, in-file code completion and build/compile shortcuts.

If you want to try it, get it directly from our git repository. I plan releasing a easy-to-intall package as soon as I confirm it is stable enough. So please, test it and give us your feedback!

 
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What’s coming next

I have just updated the source code page with a list describing all major features coming next on v0.9.5. Among the features I intend to implement before releasing a beta version, is the package system that allows locking all game resources in an encrypted package to protect game media on windows.

  • Engine Core
    • Optimizations to the file i/o that drastically reduce ENT and ESC file sizes and load times
    • vector2 math operators optimized with NEON on iOS
    • Sensor-landscape/portrait mode enabled on Android (only if supported)
    • ETHEntity::Get_ and SetX/Y/Z methods for faster access to single axis data
    • ETHEntity::SetSpriteCut method
    • Single-parameter vector2 and vector3 constructor for faster initialization
    • New GetEntitiesAroundBucket functions that ease entity area-gathering
    • app.enml file may now define specific properties for each platform (windows, android, ios, etc)
    • app.enml may #define words to the script
    • Entity culling improved
    • Entity culling on Dynamic backbuffer fixed
    • New function GetPlatformName() that returns a string that names the current platform OS
 
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