Morbus
Sonny, I Watched the Vault Bein' Built!
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mvBarracuda let us know a new milestone for FIFE was released: FIFE 2007.2.
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</center><blockquote>Important changes since the 2007.1 release
* Removed the rather difficult to maintain lunar.h bindings in favour of SWIG.
* Replaced the Lua scripting support with Python. Now the main loop runs in the scripting language. For the 2007.1 release the main loop still ran in the engine side and the Lua library was embedded into the engine. By utilizing SWIG game creators can add Lua support back to the engine again if they have the need for it.
* Metamodel refactoring. This resulted in a better engine structure and a decreased number of dependencies between the engine modules. Furthermore bi-directional dependencies were removed completely.
* Improved engine modularity. Our aim is that you can cherry-pick specific engine modules of FIFE and just use the ones you really need for your game.
* Pathfinding integration. Exchangable backends so you can already replace the currently rather simple linear pather with a more sophisticated system.
* New 3d geometry system. Camera supports now tilt, rotation and zoom. Geometries are affected by camera adjustments, but in addition to that, layers can contain separate scale and rotation.
* New event channel module. Scripts have full access to mouse, keyboard & widget input.
* New MVC architecture pattern. The whole engine has been refactored to follow a model - view - controller pattern. This leads to a cleaner engine module hierarchy compared to the engine design that was used before.
* Improved action-based animation system.
* A techdemo to give game creators a starting point. This is a common undertaking of the Zero-Projekt team and FIFE.</blockquote>This project has shifted away from being an improved Fallout-like engine, but it’s still worthy of our attention and support.
Download: Source Package (Linux, Macintosh)
Download: Win32 binaries
Link: Full Release News Update
Thanks mvBarracuda.
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* Removed the rather difficult to maintain lunar.h bindings in favour of SWIG.
* Replaced the Lua scripting support with Python. Now the main loop runs in the scripting language. For the 2007.1 release the main loop still ran in the engine side and the Lua library was embedded into the engine. By utilizing SWIG game creators can add Lua support back to the engine again if they have the need for it.
* Metamodel refactoring. This resulted in a better engine structure and a decreased number of dependencies between the engine modules. Furthermore bi-directional dependencies were removed completely.
* Improved engine modularity. Our aim is that you can cherry-pick specific engine modules of FIFE and just use the ones you really need for your game.
* Pathfinding integration. Exchangable backends so you can already replace the currently rather simple linear pather with a more sophisticated system.
* New 3d geometry system. Camera supports now tilt, rotation and zoom. Geometries are affected by camera adjustments, but in addition to that, layers can contain separate scale and rotation.
* New event channel module. Scripts have full access to mouse, keyboard & widget input.
* New MVC architecture pattern. The whole engine has been refactored to follow a model - view - controller pattern. This leads to a cleaner engine module hierarchy compared to the engine design that was used before.
* Improved action-based animation system.
* A techdemo to give game creators a starting point. This is a common undertaking of the Zero-Projekt team and FIFE.</blockquote>This project has shifted away from being an improved Fallout-like engine, but it’s still worthy of our attention and support.
Download: Source Package (Linux, Macintosh)
Download: Win32 binaries
Link: Full Release News Update
Thanks mvBarracuda.