WarpedVector v0.0.46
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This is closed-source software licensed as None. You can browse the releases for details associated with specific versions.
Release Notes
Full Changelog: https://github.com/NTDLS/AxisEngine/compare/0.0.43...0.0.46
Please note, this is still an alpha release - there is nothing substantial to play.
This release represents a major architectural step forward for the engine, focusing on performance, asset-driven architecture, editor tooling, and foundational multiplayer/session infrastructure. Large portions of the engine were refactored to support a database-backed asset pipeline, metadata-driven gameplay systems, and significantly improved performance.
Major Architecture Changes
Asset-Driven Engine
A significant portion of the engine has been migrated to an asset database architecture.
- New asset package format
- Asset database reader/writer implementation
- Asset packing tools
- Project extraction and ingestion system
- Asset export and replacement capabilities
- Asset schema improvements and metadata pruning
- All assets now include metadata
- Weapons, sounds, animations, and sprites increasingly driven by metadata
- Major progress moving engine code and configuration into assets
- This work establishes the foundation for data-driven gameplay and tooling.
Sprite System Refactor
The sprite system received a major internal reorganization.
- Major SpriteBase refactor
- Sprite creation and lifecycle management improvements
- Simplified sprite attachment creation
- Sprite direction is no longer tied to movement vector
- Sprite attachment orientation and position modes (fixed and independent)
- Explosion attachment fixes
- Metadata optimizations for bitmaps and animations
- Split responsibilities within SpriteBase
- Sounds now derived from sprite metadata
AI System Improvements
- AI moved to a lower abstraction layer
- AI integration with the asset database
- Multiple observed objects for AI models
- Hostile engagement work in progress
- Debug enemy metadata support
- Example boss enemy added
Math and Physics Improvements
Mathematics and movement systems were significantly cleaned up and improved.
- Replacement of SiAngle with the more robust SiVector system
- Standardization of math utilities
- Simplified radian and vector handling
- Orientation and movement vector improvements
- Improved angular collision momentum propagation
- Improved collision propagation across sprites
- RecalculateOrientationMovementVector implementation
- Epoch timing now expressed in seconds
Performance Improvements
- High-efficiency bitmap implementation
- Extensive caching improvements
- Animation and sound caching
- Metadata caching improvements
- Major munition hit detection optimizations
- Reduced reflection usage
- Optimized asset loading
- Lazy starfield initialization
- Resolved redundant image loading
- Delegate thread pool caching improvements
Editor and Tooling
Asset Editor
- Asset explorer
- Property editor
- Metadata editing and saving
- Sprite viewer improvements
- Multi-tab editor interface
- Tree view icons and improvements
- Class picker constraints
- Asset folder creation, deletion, and export
- Metadata picker improvements
- Debug sprite explorer
Development Tools
- Debug interrogation system in the editor
- Debugger injection support
- Action buffer system
- Development mode improvements
- Manual compilation support
- NuGet compiler integration
- Installer updates
- Engine lobby integration with shared engine
Graphics and Visual Improvements
- New visual systems and improvements include:
- New explosion effects and customizable explosions
- Inflatable rigid body explosion effects
- Particle system improvements
- New particle types
- Random asteroid field generation
- Starfield improvements and restored stars
- Smoothed skyboxes
- New rendering shapes and modes
Gameplay Systems
- Highlights:
- Weapons driven entirely by metadata
- Weapon selection by asset key
- Improved munition creation
- Guided projectile fixes
- Better collision handling
- Improved hit detection
- Attachment tick behavior improvements
Networking and Multiplayer Foundations
- Session connectivity scaffolding
- Lobby system scaffolding
- Datagram communication work
- Early multiplayer support (WIP)
- Messaging system groundwork
Engine Infrastructure
- Logging improvements
- Engine configuration options
- Monitor settings
- Improved settings dialog
- Installer improvements
- Updated dependency libraries
- Upgrade to .NET 10
- Updated build scripts
Asset Pipeline Improvements
- Asset compression improvements
- Reintroduced compression to control asset growth
- Asset byte read/write utilities
- Asset schema cleanup
- Removal of oversized asset check-ins
- New asset packaging system
- Improved loading progress reporting
Bug Fixes
- Fixed guided projectile targeting
- Fixed metadata picker issues
- Fixed redundant image loading
- Fixed window-to-render coordinate mapping
- Fixed orientation event handling
- Fixed starfield parallax
- Fixed weapon classification issues
- Fixed sprite orientation offsets
- Fixed initial enemy angle handling
- Fixed asset loading paths in debug mode
- Fixed scaling issues
Miscellaneous Improvements
- Additional improvements include:
- New DM messenger system
- Theming support (night-friendly editor)
- Tree view improvements
- Metadata system cleanup
- Type guarding improvements
- Namespace cleanup
- Nullability improvements
- Standardized naming conventions
Development Notes
This release represents a large internal restructuring of the engine to support:
Asset-driven design
- Metadata-based gameplay systems
- Improved performance
- Expanded tooling
- Future multiplayer support
Many systems remain actively under development, particularly:
- Asset editor
- Multiplayer networking
- AI expansion
- Property editing tools