New in version 1.0.1
August 19th, 2013
- This version tries harder to run in full screen mode now: in case it can't switch the screen resolution, It will use the current resolution.
- The code was upgraded to use Castle Game Engine 4.1.1, making it possible to use levels that refer to network resources.
New in version 1.0.0 (January 28th, 2013)
- The code has been upgraded to use the latest Castle Game Engine version 4.0.0, which brings many improvements and optimizations.
- Creatures are now a little smarter and more configurable.
- Collisions are handled in a uniform fashion, which fixes some problems with creature vs. creature collisions (for example, a creature can now step over the corpse of another creature).
- Collisions with the ground when the creature was pushed by a force are now fixed.
- The game data and source code are much simpler and easier to extend.
- Levels and creatures load much faster and require less memory.
New in version 0.9.4 (January 2nd, 2012)
- Updated to use "Castle Game Engine" 3.0.0.
- Faster loading of 3D resources (levels, creatures, and such).
- The ability to design custom levels using X3D, with shader effects and other features from the latest engine version.
New in version 0.8.3 (January 4th, 2009)
- The VRML engine was updated to the newest version.
- This provides fixes for Mesa3d (especially on Intel GPUs) and frustum culling optimizations.
New in version 0.8.2 (September 13th, 2008)
- Support for the OpenAL-Soft implementation was fixed.
- OpenAL-Soft is detected now, new enumeration of available sound devices works, and everything else works as with older OpenAL implementations.