Releases: bryanedds/Nu
Reduced default physics density from 10.0f to 1.0f and bug fixes.
This release fixes up some remaining regressions and adjusts the default physics density.
The adjustment to default density is extremely important because it will heavily alter the physics of any entity that uses it. You will either have to make your entities explicitly the old 10.0f value or reduce the forces applied to it by roughly 90 percent.
Despite the potential user impact, this was a very important change to make because the required force vectors to move anything were huge and threatened precision issues down the road for bigger entities.
That's about it for this release. As usual, make sure to update your Nu.Game template!
Elmish /MVU Implementation
As of this release, the Elmish / MVU API has been fully implemented and worked out. There might be some lingering bugs / regressions, but those will be easily caught and quickly fixed.
More Engine Polish.
Not a whole lot happened this release, just polished and extended the API in some important ways.
As usual, make sure to update your Nu.Game template!
Engine Polish.
Nothing terribly interesting to describe this release as we just have a bit of polish applied to the engine's implementation and semi-internal interfaces.
This should be a pretty stable release.
Model-Message-Command refactoring.
MMC (previously, Elm-style) has been refactored to expose more power to the users. Now a message or command proc can produce one or more follow messages / commands for processing. This gives us a more composable, mailbox-like feel.
Other than that, not much else going on this release.
Cheers!
Finalized Elm-style programming features.
Here we've got all of the Elm-style programming features implemented and the documentation up to date.
We've also got new examples and a game template built in the Elm-style.
This should be a pretty solid release, but let me know if there are any issues!
SDL2 update.
Here we've updated SDL and recreated the Math library by inserting it into Nu.SDL2, then rename Nu.SDL2 to Nu.Math. You will need to update your project references to that dependency if you're using a previous version of Nu.
Implemented threaded rendering and asset loading.
I've change the way that subsystems work significantly to thread the existing ones. Unfortunately, the ability for end-users to extend the engine with their own sub-system without changing engine code got lost in the process.
The engine's general performance had been boosted by about 3x. A big win, overall!
Engine stabilization and Elm-ification.
I haven't done any releases in a long time since there doesn't seem to be any reason to do so other than that it automatically creates tags.
At any rate, this is the first release after years. The engine has stabilized and a new programming interface based on the Elm architecture has been exposed with an example here -
https://github.com/bryanedds/Nu/blob/master/Projects/Nelmish/Nelmish.fs
Cheers!
Beta release of NuScript.
NuScript seems to be working relatively well. I've also implemented the Vector4 type in it, as well as did some fixes in the base language, Amsl.
Again, please report any problems that you see!