Be notified of new releases
Create your free GitHub account today to subscribe to this repository for new releases and build software alongside 40 million developers.Sign up
Along with bug fixes and performance improvements this release adjusts
the fragment shaders to avoid oversaturated/clipped colors.
- CMakeLists fix to install paths for icons and documentation (see issue #15)
- Callbacks are delayed until the end of the physics tick
- Updated manpage
- Reduced image loading and memory use on startup
- Minor difficulty adjustments to
- Build is now reproducible (thanks to #17)
This release includes a significant modification of the ball physics code,
mainly replacing existing heuristics for the interaction of the ball and the
map with more symmetric and general ones. Note that the physics is by no
Those building Trackballs should take note of changes to install path handling
Changes include but are not limited to:
- Jump handling reworked; no more double jumping, and rolling off edges
behaves consistently if not always as expected. (The ball can acquire a sort of
internal downward, but not upward, "momentum".) One can no longer jump
out of acid.
- Physics code runs somewhat slower than before.
- Ball controls made more consistent, and more rotation invariant; Shift key no
longer accelerates the ball slightly, but rather slows it down.
- Nitro modpill forces maximum acceleration, instead of acting as a
controllable speed boost.
- Level set adjustments to compensate for physics changes
- Added a new levelset which more fully uses the scripting API.
- Settings include time acceleration; Sandbox mode is unavailable by default.
In addition to bug fixes and level script adjustments, Trackballs has
- A bit less lag when there are >100 balls present
- Menu fonts that scale to match the window size
- A fully redesigned help mode
- Complete (if mediocre) German and French translations
- Now using a vector graphics icon
- Tab key navigation for menu items -- no mouse required
- Translatable strings no longer have leading/trailing whitespace
- Moving objects are updated at the game physics rate
Bringing several minor bugfixes, but also:
- Cascaded shadow maps for day mode lighting
- CMake build script now properly checks for project dependencies
- Map editor indicates trigger locations
- Reflection processing is much faster (if you're CPU (not GPU) limited, that is)
The most important changes from this minor release:
- Levelset API updated so that entity coordinates are now integers at cell centers
- Point shadow rendering introduced, although it's currently rather slow
- Restored ball reflections broken in v1.2.0
- Map editor can load the initial positions of objects from the script file
The list of systems on which I've been able to build trackballs now includes one
with Guile 2.0.0 and SDL 2.0.0, which are the minimum program requirements.
The OpenGL requirement has been adjusted to at least version 3.3, where it will
stay for the foreseeable future.
Since trackballs 1.1.4, this update features:
- Updated dependencies. Now based on SDL2 (c. 2013), Guile 2.0 (c. 2011), OpenGL 3.1 core (c. 2010)
- Made windows resizeable
- Extended the domain of translations to include level maps
- Config/highscore files are now human-readable
- Level scripting errors don't crash the main program
- Build system uses CMake (still a few things left to adjust)
- Improved object clipping
I have verified that the program builds on 64-bit Linux with the current
latest releases of SDL (2.05), Guile (2.2.2), gettext 0.19.8.1, and an OpenGL 4.5
capable GPU. As I lack access to older (but not ancient) systems. I can't
guarantee where Trackballs will compile and run. If it doesn't, please file
an issue so I can fix the problem.
See also https://trackballs.github.io/ for more documentation.