New engine features |
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draw_quad(bitmap, position, offset, size, scale, color, alpha, angle)
This new instruction draws a 2D bitmap or a rectangle filled with the specified color on the screen for 1 frame, without needing a panel.
function rectangle_startup() // draws two rectangles on the screen { while (1) { draw_quad(NULL, vector(200, 100, 0), NULL, vector(300, 10, 0), NULL, vector(255, 50, 50), 60, 0); draw_quad(NULL, vector(300, 200, 0), NULL, vector(100, 200, 0), NULL, vector(50, 50, 255), 70, 0); wait (1); } }
depth
That's a pretty dangerous instruction and I'm not sure why JCL has made it available to us! It can't blow up your computer, but if you set a tiny "depth" value by mistake you won't be able to see much of your level. The "depth" instruction allows you to set the z buffer value of a view. Well, I guess that I could find some use for it, like optimizing my game for tiny or huge levels, increasing the frame rate in areas with very complex geometry, creating some nice special effects... hey, it's a useful instruction, after all!
function zbuffer_startup() // use the "P" and "L" keys to set the depth for the camera { while (1) { if (key_p) { camera.depth += 0.01 * time_step; } if (key_l) { camera.depth -= 0.01 * time_step; } camera.depth = clamp(camera.depth, 0, 1); // don't allow camera.depth to exceed the [0, 1] interval wait (1); } }
Improved FBX level importer
Wed supports object hierarchy import now and an improved import dialogue. Many bugs have been crashed as well.
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