Repository navigation
Releases: SonicallGameXGit/Brainstorm-Engine
Release list
0.7-alpha
0.6-alpha.3
Viewport resizing fixed.
0.6-alpha.2
Rollback to 1-window system
0.6-alpha.1
0.6-alpha.1 - Minor Mesh & Mouse update!
Mesh creation was updated. Now you don't need to call separate function addBuffer(std::vector<float> vertices, int dimensions) to add additional buffers, you'll need to add them at constructor itself!
Mouse grabbing/releasing was added, now you can hide your mouse, for example, for FPS games :)
0.6-alpha
0.6-alpha - Time update!
Timer class was added. Just create instance anywhere you need, call update each frame of your program and get delta and time variables easily!
0.5-alpha
0.5-alpha - Texture & Runnable update!
Textures was added to the framework! Just call BS::Texture::create() with custom data or BS::Texture::loadFromFile() to load your asset.
Runnables was added to the framework! Create new runnable and add it to your window to structure your code!
0.4-alpha (Major Update)
0.4-alpha - Event & Input systems update!
Now Frame is joined with Window, now you can just replace Frame by Window and use all of its functions without getWindow().
Event system was added to a Window class. Now you can override onKeyEvent, onMouseEvent, onMouseMoveEvent and onMouseScrollEvent inside of your custom Window class.
Input system was added to a Window class. Just type if (this->isKeyJustPressed(BS::KeyCode::YOUR_KEY)) to check if 'YOUR_KEY' is was just pressed. Or you can get mouse scroll and move delta, or just cursor position, or mouse pressed/just pressed button!
That's huge major update to the engine! At this point you can make almost any game by having all basic tool's you need!
0.3-alpha
0.3-alpha - Minor & Shader update!
Application was renamed to Frame. Frame registration was fixed, now you can register new Frame while Brainstorm is running!
ShaderProgram was invented! Create, add shaders, compile and use with uniforms!
0.2-alpha.2
0.2-alpha.2 - The structure update!
Now you need to call Brainstorm::initialize(); before you'll start adding your applications!
Also there's now no onLoad() and onDestroy() functions, you can use constructors instead!
And with all these changes you can create meshes right after creating an object
0.2-alpha.1
0.2-alpha.1 - a minor mesh update!
Now you don't need to call mesh constructor again, just call create function to build your mesh!