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dopeman
12-18-2007, 05:41 PM
I'm basically here to plug a project that I've been involved with for a while. The project is a 2D game engine called AGen.
AGen was built in C++ but runs on Lua scripts directly from a source file. There's no need for a compiler as you'll be writing your games entirely in Lua. One of our goals is to "conceal" the hardware as much as possible from the developer so you don't have to know DirectX, OpenGL or anything platform specific. I plan to post here periodically with updates about our latest progress. You can find out more about AGen here:
http://www.2dengine.com/

We've released our second alpha demo about 2 days ago. Needless to say that the engine is far from complete.
http://www.2dengine.com/images/demo2.png (http://2dengine.com/download.html)
Download 2007_12_16 alpha build.zip (http://www.2dengine.com/bin/alpha/2007_12_16.zip)
The most important changes in this build include the addition of two new plugins: OpenGL and DirectInput. You can change the number of rotating triangles using PageUp/PageDown (by default they are only 100). The little red circle is a vehicle that can be controlled using the arrow keys. All of this is scripted and you can play around with it by editing the "Scripts/main.lua" file. I tried to comment as much as I can in the script file, so please check it out.

All feedback is welcome and if you have any questions I'd be happy to answer them

Emmanuel
12-19-2007, 02:27 AM
Hi,

Interesting project. I would suggest that you provide a simple game in lua as an example of using your engine, using textured quads, for instance a breakout game (main menu screen and game screen, for instance); it would help developers see that they actually can make a game with your engine, how to make it, and it would also provide you with some real-world, top-down requirements to tick off and a way to focus development of the engine.

Also, check out the playground (http://developer.playfirst.com) framework, which supports lua scripting as well as mac compatibility.

Best regards,
Emmanuel

dopeman
12-19-2007, 05:07 PM
Hey, thanks for the comment Emmanuel.

Yep, you have a good point. We'll try to write a simple game in the next demo. So far, we've made a lot of progress with the video and input drivers. But there is no sound support at all. Once we have the 3 plugins (video, audio, input) finished, we can then focus a lot more on game-relevant stuff.

Playground seems to be targetted entirely to commercial developers. Even their documention is not public. I haven't downloaded their SDK yet, because it requires a membership, etc. I might sign up later but I have a hunch their framework is a wrapper to SDL, although I could be wrong. By the way what is their licensing status? It doesn't say on the website.

jankoM
12-19-2007, 06:12 PM
I was searching for something like that a while back. I wish you luck. I think you can't make whole game in Lua with playground. At least that's how it sounds on the page.

dopeman
12-24-2007, 10:32 AM
This is an update on the project. We've made a lot of progress with the video/input plugins. Sound support is still unavailable.

http://2dengine.com/images/demo3.png (http://2dengine.com/download.html)
Download 2007_12_24 alpha build zip (http://2dengine.com/bin/alpha/2007_12_24.zip)

Check out our new alpha build demo. It's a 'Breakout' clone in only 300 lines of Lua code. You can play using the mouse or keyboard keys. Again, you can change everything in the game by editing the "Scripts/main.lua" file. I have to point out however that collision detection is done in Lua and is totally atrocious! When objects start moving fast or the frameskip kicks in, collisions will be missed. There's no point in me writing sphere-vs-AABB algorithms in Lua. Remember, the demo is supposed the demonstrate the engine's features not collision detection/physics/math in Lua. Plus, AGen will probably have a built-in collision system in the future.

I'd love to hear what you think and also, please let me know if the game doesn't run on your machine. Merry christmas to you all

dopeman
01-23-2008, 06:32 PM
Finally, there's an update on the project!
We have been focusing our efforts into designing the scene graph and world partitioning of the engine, however both are still incomplete.

This demo is a lame attempt at a game where your goal is to destroy the evil red piranah by clicking on them with your crosshair. Although it's far less impressive than our last release, this particular build showcases a number of new features including audio playback, raster graphics, z-ordering and native mouse support.

http://www.2dengine.com/images/demo4.png (http://2dengine.com/download.html)
Download 2008_01_23.zip (http://2dengine.com/bin/alpha/2008_01_23.zip)

PS. The music and art are both by moi :)

WaveRider
01-23-2008, 10:41 PM
Your native mouse support didn't seem to work for me. The crosshair cursor just sat in the middle of the screen. win xp.

dopeman
01-24-2008, 06:59 AM
Wow, really? Do you mind posting here what it says in the "log.txt" file?

Also, does clicking the mouse work or is it just the movement that is screwed up?

dopeman
02-03-2008, 04:43 PM
Update time again. The engine has come a long way since the first demo.
Here's a short list of features that have been implemented so far:
-vector & raster graphics (sprite rotation and scaling)
-z-ordering (works correctly with both transparent and opaque sprites)
-native windows cursor input
-direct input (keyboard/mouse/limited joystick support)
-audio support (still incomplete, WAVs only)

NEW:
-space partitioning (levels can have hundreds of thousands or even millions of sprites)
-layer support (allows scrolling and parallax)

http://www.2dengine.com/images/demo5.png (http://2dengine.com/download.html)
Download 2008_02_02.zip (http://2dengine.com/bin/alpha/2008_02_03.zip)

Mikademus
02-04-2008, 06:24 AM
Could you post some basic code for us, say setting up a simple scene or something? I'm a code kind of guy.

Also, when clicking on images one expects screenshots, not download links.

mot
02-04-2008, 07:32 AM
Nice; would be good to reduce CPU usage when it's not needed. The demo uses 100% CPU although I think it would actually need about 1% to render at 60FPS.

Also the 1-2-3-4 keys sometimes cause the backgrounds to flicker, which I think is caused by the on_keydown callback being called continuously instead of just once when the key is actually pressed.

dopeman
02-04-2008, 07:56 AM
Sure,Mikademus! Here is a simple example of loading an image and showing it on the screen. Just save it as "main.lua" in the "Scripts/" directory and viola, it should work.

function main ( )

my_image = Image ( )
my_image:load ( "Scripts/aircraft.png" )

my_sprite = Sprite ( )
my_sprite.canvas:set_source_image ( my_image )
my_sprite.canvas:paint ( )

my_layer = Layer ( )
my_layer:insert ( my_sprite )

game:start ( )

end
Once you have a reference to the sprite (my_sprite), you can move it around by changing its "position" property as so: "my_sprite.position.x = 300". You can also change its "rotation" or "scalex", "scaley" properties. Z-ordering is controlled using the "depth" property (you must keep it between 0.0 to 1.0 for now).
Layers are basically groups of sprites. They can also be moved, rotated or scaled. All sprites within a layer have relative positions to the center of the layer.

I should mention, however that there are still a number of known bugs in the engine. Like, for example, a lone sprite will not appear on the screen unless you insert it in a layer.
If there's an error in your script, the engine will exit and you can see what went wrong in the "log.txt" file. In this version, there is no parameter checking whatsoever so don't be surprised if your script manages to crash the entire engine.

dopeman
02-04-2008, 08:02 AM
You are right, mot, there should be an energy saving feature, although for now, we are still workin on more basic features like GUI and stable audio. :)


which I think is caused by the on_keydown callback being called continuously instead of just once when the key is actually pressed.
Ohhh crap! I noticed this when writing the script but completely forgot about it! The 1-4 keys should be attached to the "on_keypress" event instead of on "on_keydown" which is called continuously. How embarrassing :eek:

Mikademus
02-04-2008, 09:38 AM
I do say, I like the look of that. Simple, clean. Keep it up, I see great use for an elegant script system like that for prototyping or hobby development!

However, I do find the "layer" notation somewhat strange and non-intuitive. So sprites will not be shown unless they are in a "layer"? Wouldn't a "Context" or "Screen" class be better, into which you can set the "canvas" and add Sprites and Layers, that is in other words, a scene manager?

dopeman
02-19-2008, 08:04 PM
Sorry, Mikademus, I just noticed your reply.

Wouldn't a "Context" or "Screen" class be better, into which you can set the "canvas" and add Sprites and Layers, that is in other words, a scene manager?
Yeah, you are right. The scene management wasn't finished in the last release. In this demo, it has been simplified - there's a global object called "scene (http://2dengine.com/manual_scene.html)" to which you add children - either sprites or layers. Now, all you have to say is "scene:add_child ( my_sprite )"


Also, there's another update.
New features:
-improved audio support (compressed audio although still unstable)
-basic font output (generates scalable mesh)
-improved scene management (allows layer nesting)
-simplified framework interface
http://2dengine.com/images/demo6.png (http://2dengine.com/download.html)
Download 2008_02_02.zip (http://2dengine.com/bin/alpha/2008_02_19.zip)

I have to point out that this will probably be our last release for a long time. We've decided to start work on a commercial title using the engine. This should help us focus on testing and polishing the vital features of the engine as it moves into Beta.

Thanks for your time

dopeman
07-04-2008, 11:22 AM
There's a major update to the project.
The new version of the engine is much more stable and includes 4 tech demos:
-"lion.lua" showcases the new triangulation algorithm in the engine. It's the SVG lion rendered in real time. You can use your mouse to move the camera.
-"bench.lua" is a classic moving rectangles demo. You can remove or add more rectangles using the arrow keys. 1,2 and 3 toggles the different effects used on the rectangles
-"cull.lua" shows how non-visible object are culled from the scene without affecting the FPS. Again, you use your mouse to move the camera.
-"physics.lua" is an experimental tech preview of a physics simulation using box2D as a Lua module. You can apply forces to the red box using the arrow keys as well as move the camera with the mouse.

PS. Don't forget to extract the demo to a local directory before running the "bat" files

http://2dengine.com/images/demo7.png (http://2dengine.com/download.html)

http://2dengine.com/bin/alpha/2008_07_04.zip (994 Kb)

chanon
07-04-2008, 11:09 PM
I couldn't run any of the demos.
A window frame comes up and then just disappears.

Here's the log.txt file:
Loaded plugin Microsoft DirectX 8.1 Graphics v1.0 Agenoria
Loaded plugin Microsoft DirectX 8.1 Input v1.0 Agenoria
Loaded plugin Microsoft DirectX 8.1 Audio v1.0 Agenoria
Loaded plugin Lua 5.1 Binder v1.0 Agenoria
Initializing video
Video device detected ATI Mobility Radeon X1600
Video initialized
Initializing input
Input device detected Mouse
Input device detected Keyboard
Input device detected Microsot Notebook Optical Mouse with Tlt Wheel
Input initialized
Initializing audio
Audio initialized
Executing script file 'Scripts\lion.lua'
Display mode set to 32 bit, 800x600 pixels (windowed)
Audio format set to 16 bit, 44100 Hz (1 channel)

dopeman
07-05-2008, 05:47 AM
Thanks for pointing that out, chanon.
I found the bug - the Lua script "init.lua" assumes that you have a joystick plugged in.
I've reuploaded a fixed version, could you please run it and tell me if it works: http://2dengine.com/bin/alpha/2008_07_04.zip

2dgames
07-07-2008, 11:25 AM
Liking the new improvements/updates. :)

dopeman
09-27-2008, 12:22 PM
Version 1.0 (http://2dengine.com/download.html) of the engine is finally here. Package includes a number of new demos and tutorial scripts. Also, Box2D is now exported entirely, font support is improved and a variety of other features have been polished as well.
The website documentation (http://2dengine.com/manual.html) has also been updated.

Below is a screenshot of the famous SVG tiger rendered by AGen in one of the demos:
http://2dengine.com/images/demo9.png (http://2dengine.com/bin/beta/2008_09_27.zip)
download version 1.0 (http://2dengine.com/bin/beta/2008_09_27.zip)

tolik
09-27-2008, 02:10 PM
Isn't SVG pointless and abandoned? I've been trying to do some stuff with it, trying all libraries, converters and renderers last year - I wasn't able to convert most of my vector files to SVG and render seamlessly.

How about replacing SVG with SWF (gnash/libming)?

JGOware
09-27-2008, 02:57 PM
Loaded plugin Microsoft DirectX 8.1 Graphics v1.0 Agenoria
Loaded plugin Microsoft DirectX 8.1 Input v1.0 Agenoria
Loaded plugin Microsoft DirectX 8.1 Audio v1.0 Agenoria
Loaded plugin Lua 5.1 Binder v1.0 Agenoria
Initializing video
Video device detected Intel(R) 82845G/GL/GE/PE/GV Graphics Controller
Video initialized
Initializing input
Input device detected Mouse
Input device detected Keyboard
Input initialized
Initializing audio
Audio initialized
No script file specified, loading default 'Scripts/main.lua'
Executing script file 'Scripts/main.lua'
Could not load script file 'Scripts/main.lua'
Releasing video
Video released
Releasing input
Input released
Releasing audio
Audio released
Unloaded plugin Microsoft DirectX 8.1 Audio v1.0 Agenoria
Unloaded plugin Microsoft DirectX 8.1 Input v1.0 Agenoria
Unloaded plugin Microsoft DirectX 8.1 Graphics v1.0 Agenoria
Unloaded plugin Lua 5.1 Binder v1.0 Agenoria

Bad Sector
09-27-2008, 04:12 PM
Isn't SVG pointless and abandoned? I've been trying to do some stuff with it, trying all libraries, converters and renderers last year - I wasn't able to convert most of my vector files to SVG and render seamlessly

SVG is more developer friendly (XML and all). Also its far from pointless and abandoned since its supported by a great deal of software, including the allmighty InkScape which uses SVG as its native file format.

What SVG is, however, is hard to implement right. Also its open to "extensions" which are only supported by those who make these extensions. Classic example is the shadow in the original Firefox logo SVG which is made using an Adobe-only filter that can be used (exported/imported) only by Adobe products while being ignored by most SVG readers. So if you try to export a vector file from some Adobe product (or any other program that extends the SVG files) you have to make sure the file does not use these extensions. How to do that, however, is beyond my knowledge since i haven't used SVG much.

In my opinion XML formats such as SVG and COLLADA are a great thing for moving data between programs and converting data from the XML file to your custom format, but not used directly. For example in my 3D engine i convert meshes from COLLADA to an own binary format that takes much less space and by using COLLADA one can use pretty much any 3D modelling program to make models for my engine. If i wanted to produce 2D vector files, i would do the same with SVG: i would write a program that converts SVG files to an own binary format and use any SVG tool to produce these files. Of course doing this requires some restrictions to be placed about what you can do :-).

[QUOTE=tolik;172338]How about replacing SVG with SWF (gnash/libming)?{/QUOTE]

Flash - as you know - is more than a vector file format and beyond the scope of SVG. While SVG can be scripted with JavaScript, its optional and barely used (the most "advanced" stuff i've seen in scripted SVG is a presentation in a single SVG file file with slides being changed using JavaScript).

dopeman
09-27-2008, 08:20 PM
How about replacing SVG with SWF (gnash/libming)?
Sorry, I should have been more clear. The engine uses a custom rendering interface, similar to Cairo I just wrote a converter that transforms SVG/PS to our own format. The renderer is still far from perfect however and has errors with complex polygons and the 'stroke' command.
But yeah, as Bad Sector said, SVG is far from dead and widely supported by many vector image editors (like Inkscape). I just wanted to be able to import vector game art into the engine. After all, this is supposed to be a game engine not a Flash interpreter.

JGOware, the log you showed is not from the latest build of the engine. Also it says in the log that no script was specified which suggests that you are running the executable itself (without supplying a file in the command line). You should run the .bat files instead. Also, if you extracted all the files flat in the same folder, the script files would not be in the 'scripts' directory and the engine wouldn't find them

tolik
09-28-2008, 01:29 AM
SVG is more developer friendly (XML and all).

Flash - as you know - is more than a vector file format and beyond the scope of SVG. While SVG can be scripted with JavaScript, its optional and barely used (the most "advanced" stuff i've seen in scripted SVG is a presentation in a single SVG file file with slides being changed using JavaScript).

Could you please give me 5 examples of games that use SVG for anything beyond 5 static pictures?

Bad Sector
09-28-2008, 09:49 AM
Do you read what you quote?


SVG is more developer friendly (XML and all).

Flash - as you know - is more than a vector file format and beyond the scope of SVG. While SVG can be scripted with JavaScript, its optional and barely used (the most "advanced" stuff i've seen in scripted SVG is a presentation in a single SVG file file with slides being changed using JavaScript).

Read my whole post again. You'll see that i write that SVG is not a good idea for using directly in games and i believe that it should be converted to other formats (usually as an intermediate format).

SVG and SWF are totally different things. The only common part is that they have something to do with vectors, but beyond from that there is nothing else common.

Now if a game uses vectors (or bitmaps) which were converted from SVG files, i don't know. But then again, you wouldn't know i my 3D models were converted from COLLADA files if i didn't mentioned that.

tolik
09-29-2008, 01:01 AM
Yeah, I read your stuff and unfortunately it doesn't make sense :(

JGOware
09-29-2008, 04:57 AM
"space partitioning (levels can have hundreds of thousands or even millions of sprites)"

Ok...it's time to put up or shut up. :) lol..

Let's see a demo where it renders an 800x600x32 bitmap background and draws a bunch of 32x32 sprites. (and displays the number of sprites) Have a key press where we can add say 100 sprites at a time. And uh, key press to flip between window and full screen.

dopeman
09-29-2008, 05:37 AM
"space partitioning (levels can have hundreds of thousands or even millions of sprites)"

Ok...it's time to put up or shut up. :) lol..
Haha, you're right. No video card can render that many sprites at the same time. I didn't really say that right. What I meant was that you can have a scene with a lot of sprites and the ones offscreen would be culled thus not affecting the FPS.
There's a demo in the latest build "demo_cull.bat" which shows that.
If you open Scripts\cull.lua in the latest build, you'll see at the beginning:
XCOUNT = 300
YCOUNT = 200
That script generates a scene of 60000 sprites. You can rack up these numbers and see what happens yourself. It will take a while to generate the sprites at the start, but once they are in memory, the FPS will be relatively high.


Let's see a demo where it renders an 800x600x32 bitmap background and draws a bunch of 32x32 sprites. (and displays the number of sprites) Have a key press where we can add say 100 sprites at a time. And uh, key press to flip between window and full screen.
Yeah, there's a script that shows something similar, it's called "demo_bench.bat". Depending on your system, the FPS drops at around 3000-6000 sprites.

By the way, JGOware, were you able to run the scripts or are you still getting just a log.txt dump?

JGOware
09-30-2008, 10:07 AM
Hi - I've been testing so many things I can't recall if I tested your latest version again or not. Sorry!!! I know I was able to run one of your demos recently, but I forget which one.

"Yeah, there's a script that shows something similar, it's called "demo_bench.bat". Depending on your system, the FPS drops at around 3000-6000 sprites."

Shoot me a download link here and I'll download it and test that out. :)

dopeman
12-08-2008, 03:33 PM
Version 1.1 of the engine is out. Much more stable and easier to use than before. The documentation has also been updated and improved.
Except for the engine, download includes a number of demos, tutorial scripts and CHM documentation.

http://www.2dengine.com/images/demo10.png (http://www.2dengine.com/page.php?p=download)

download (http://www.2dengine.com/page.php?p=download)

Also, if you didn't know, the first commercial game using the engine (http://2dengine.com/chains/) was released a couple of weeks ago.

dopeman
02-11-2009, 12:20 AM
Version 1.2 of the engine is out.
Includes improvements in stability and pathfinding.

http://www.2dengine.com/images/demo11.png (http://www.2dengine.com/page.php?p=download)

2009_02_11.zip (http://www.2dengine.com/bin/beta/2009_02_11.zip) (1,104 kb)

We're trying to improve stability so we really need some feedback, in particular if the demos fail to run on your machine.
If the engine crashes on your machine, please post "devices.txt" and "log.txt" so we know where the problem might be.

JGOware
02-11-2009, 12:32 AM
I have to go on record as stating that this thread wins the award for "Worst screen shot examples in a 2D engine showcase thread." ;)

I realize you're just posting tech examples, but to make us click you need to get some graphic pizazz going. :)

Dyson6
02-13-2009, 12:31 PM
I think I've been looking for something like this.

Ciardhubh
02-14-2009, 02:22 AM
I ran all demos and tutorials and everything seemed to work fine.

One thing though, it appears to not support Unicode, e.g. Umlauts in device names ("Primärer Soundtreiber" turns to "Primrer Soundtreiber").

dopeman
02-14-2009, 06:24 AM
I have to go on record as stating that this thread wins the award for "Worst screen shot examples in a 2D engine showcase thread." ;)

I realize you're just posting tech examples, but to make us click you need to get some graphic pizazz going. :)
Haha. You're probably right, but to be honest, people who are impressed by shiny graphics are not the demographic we are after. :)


I ran all demos and tutorials and everything seemed to work fine.

One thing though, it appears to not support Unicode, e.g. Umlauts in device names ("Primärer Soundtreiber" turns to "Primrer Soundtreiber").
Lua doesn't support Unicode. Remember, every demo is 100% Lua scripted so naturally it can't handle umlauts.
I'm glad the engine doesnt crash though.

Thanks for the feedback.

TimMensch
04-20-2009, 03:33 PM
Lua doesn't support Unicode. Remember, every demo is 100% Lua scripted so naturally it can't handle umlauts.
I'm glad the engine doesnt crash though.

Another look at Playground might be called for. Not sure why there's a comment above about Playground being for "commercial" developers. Sure that's what PlayFirst wants, but free is free. There are no strings--you can just use it. All PF wants is to be notified before you publish something--nominally so they can have a chance to try to give you money for it. But you're under no obligation to take our money. ;)

And even though you specify dialogs and text screens in Lua in Playground, the strings all go through a translation file--which is UTF-8 XML (Excel XML, actually, so you can open and end the strings file in XML or OpenOffice). And the UTF-8 strings are handled beautifully by Lua, so you can even concatenate them within Lua. Playground also has its own font renderer and scalable font format, so you don't have to worry about whether fonts are installed correctly, or whether a font will render differently on Mac.

So even if you don't want to use Playground in your project, you could potentially learn a few tricks from how we did things. :)

Also, you might want to look at Love2d:

http://love2d.org/

It's a game engine that allows you to write the whole game in Lua; I've heard good things, but haven't played with it yet.

Good luck.

dopeman
05-26-2009, 11:59 PM
Version 1.2.5 2009.05.26
This version is much more stable than earlier builds. Package includes:

AGen redistributable for Win32
Tutorial and demo scripts
Documentation: CHM manual
Engine plugins: DirectSound 8.1, DirectInput 8.1, DirectX 8.1, DirectX 9, OpenAL, OpenGL and SDL Input
Lua 5.1 with extensions: MicroPather, Box2D, LuaFileSystem, LuaSocket and DevIL


Download 1.2.5.zip (2,284 Kb)

http://2dengine.com/bin/release/1.2.5.zip

dopeman
12-02-2009, 04:52 AM
Version 1.3.0 2009.10.11
New version introducing several changes to the framwork. Notice that this build contains some known issues. Package includes:

AGen redistributable for Win32
Tutorial and demo scripts
Documentation: CHM manual
Engine plugins: DirectSound 8.1, DirectInput 8.1, DirectInput 9, DirectX 8.1, DirectX 9, OpenAL, OpenGL and SDL Input
Lua 5.1 with extensions: MicroPather, Box2D, LuaFileSystem, LuaSocket, LuaXML and DevIL

download: http://2dengine.com/page.php?p=download

dopeman
09-03-2010, 06:56 AM
Hi everybody. I would just like to mention that version 1.3.1 (http://2dengine.com/page.php?p=download) of the engine is out. A number of bugs were fixed in this release.

Also, you can find a couple of new tutorials on scrolling (http://2dengine.com/page.php?p=gs_1_3_scrolling) and physics using Box2D (http://2dengine.com/page.php?p=gs_1_3_physics):
http://2dengine.com/tutorials_1_3/tut10.png (http://2dengine.com/page.php?p=gs_1_3_scrolling)http://2dengine.com/tutorials_1_3/tut11.png (http://2dengine.com/page.php?p=gs_1_3_physics)

Please check those out if you're a beginner programmer you might be suprised at how easy it is to start making games using AGen. Thanks for your time.

Pallav Nawani
09-12-2010, 07:16 PM
+1 for persistence.
This engine is gradually turning into something I might want to use, keep it up!

dopeman
11-30-2010, 12:18 AM
+1 for persistence.
This engine is gradually turning into something I might want to use, keep it up!
Thanks :)

Hi. We have an update on the project.
Version 1.3.2 (http://2dengine.com/page.php?p=download) is out. Please check it out for a neat demo of cellular automation:
http://2dengine.com/images/ca.png

Also we have new tutorials on image manipulation (http://2dengine.com/page.php?p=gs_1_3_devil) and pathfinding (http://2dengine.com/page.php?p=gs_1_3_pathfinding):
http://2dengine.com/tutorials_1_3/tut18.png (http://2dengine.com/page.php?p=gs_1_3_pathfinding)

dopeman
02-15-2011, 03:59 AM
Version 1.3.4 (http://2dengine.com/page.php?p=download) of the AGen engine is out. Changes from 1.3.2:
-improved CHM documentation
-fixed zoom bug in the camera component
-color component now supports hex values
-optimized a few box2d functions for Lua
-added a .name property in devices for easier enumeration
-updated the online tutorials (http://2dengine.com/page.php?p=manual)
-a number of other minor fixes
-xaudio2 plugin added
-fixed the font rendering issue under XP
-fixed window positioning bug
-fixed a box2d crash under XP

http://2dengine.com/images/docu.png

dopeman
05-28-2011, 05:13 AM
Just a small update - some new tutorials are up on the site:
Joystick input (http://2dengine.com/page.php?p=gs_1_3_joysticks)
Physics (http://2dengine.com/page.php?p=gs_1_3_physics)
Physics part 2 (http://2dengine.com/page.php?p=gs_1_3_physics2)
Physics part 3 (http://2dengine.com/page.php?p=gs_1_3_physics3)
AI (http://2dengine.com/page.php?p=gs_1_3_ai)
AI part 2 (http://2dengine.com/page.php?p=gs_1_3_ai2)

dopeman
06-25-2011, 09:49 PM
Hey everybody, version 1.3.6 of the engine is out!
For the first time ever available for both Win32 and MacOS:
http://2dengine.com/page.php?p=download

We would love to get some feedback from Mac users out there.
Thanks for your time.