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It's all about jumping. Yeah. The goal is to jump as high as you can. There is no platforms (as usually in jumpers) that can be used to jumping but enemies. Player cant touch enemies but can blast it instead. The shock wave will give you some acceleration. Closer explosion - more power to shock wave - faster moving. Ofc there is some bonuses. Acceleration platforms, energy cells, shield and even JetPack!

Post news Report RSS 0.6.0 (Umber) has been released

0.6.0 (Umber) has been released. There is a lot of changes. See full text for more information.

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0.6.0 (Umber) has been released

  • Added TQuadColor record with 32bit float precision and class functions
  • Added 4 simple demos
  • File format for textures now check with file metainfo instead of extension
  • Log.txt now appended with threadID
  • Automatic device lost handling (alt+tab) and restore. (this works only with window created with IQuadWindow)
  • TVec2f fuctionality slightly increased
  • new interface IQuadWindow. Now you can fully куоусе VCL or WinForms and create application using Delphi XE5 starting from 21Kb EXE.
  • CreateTimerEx has been added. This method can initialize timer in just 1 line of code.
  • Fixed crash at initializaton
  • Added QuadColor & Vec2f for C#
  • fixed DrawRotAxis method
  • Added most popular colors directly in QuadColor
  • Added QuadWindow mouse and keyboard handling
  • Added support for DistantField fonts
  • Fonts now use unicode instead of ansi
  • Fixed GetFontWidth and Height for non latin characters
  • Added ShaderModel initialization parameter
  • Added DrawQuadLine method for drawing lines with different width and color on both sides.
  • Added fullscreen windowed mode (borderless)
  • ChangeResolution no more overriden after render into texture.
  • Added TakeScreenshot method
  • Partially added XML documentation

Quad-engine.com

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