WarpedVector Release History
WarpedVector (0.0.47) Recommended
Full Changelog: https://github.com/NTDLS/AxisEngine/compare/0.0.46...0.0.47
Axis Engine 0.0.47
Highlights
- New game flow. Pick a pilot, then a ship, then weapons. Any pilot can fly any ship. The game starts in the Starting Situation set in Game Rules.
- Sectors. Sectors are split into quadrants, with scripted random encounters, objectives, enemy bases (Garrisons) and an in-game map.
- New HUD. A graphical HUD replaces the text HUD: ship status bars, a weapons panel, a reskinned radar, announcements, and sector/quadrant status.
- Visual effects. Post-processing (bloom, shockwave/gravity-well distortion, chromatic aberration, color grading, vignette), a procedural nebula backdrop, lightning, camera shake and ships shattering into pieces.
- Rendering overhaul. Direct3D 11 flip-model swap chain with frame pacing and tearing support. The world is drawn through a camera transform instead of an oversized offscreen canvas. PerMonitorV2 DPI.
Gameplay
New game and pilots
- New game setup: pilot → ship → weapons (by slot and weapon type), then start.
- Game Rules sets the Starting Situation (default: Sector Run).
- Framework for pilot actives and passives:
- Energy uses renewable resources.
- Actives can be Press, Hold or Toggle.
- Stat modifiers are tracked by source.
- Pilot and Loadout asset types, with templates.
- Debug situation picker with prepackaged loadouts.
- Game over prompt when the player dies, with retry or return to the main menu. The player now dies when hull reaches zero.
Sectors and encounters
- Sectors (
AeSector) made of quadrants, each with a cleared/uncleared status. - Scriptable encounters: spawn enemies, mark objectives, follow-up actions.
- Enemy bases (Garrisons) and per-quadrant objectives.
- In-game map showing quadrants, bases and objectives.
- New Sector 1 sector.
Enemies and AI
- Rebuilt AI:
- Intercept and lead-point calculations and evasive maneuvers.
AILogisticsAcePursuitandAILogisticsGuard(guards a moving anchor sprite).AIBossPhasesswitches AI controller as the hull is damaged.- Swarm AI with dynamic spacing and individual movement.
- Enemy wings spawn in formation.
- Heavy Transport: its back opens and releases a swarm. Destroy it before it reaches its destination (Transport Intercept situation).
- The Driller enemy (Drillers situation).
- AI and weapons now check
IsReadyToFirethe same way. - Fixed the rotation direction of locking and seeking munitions.
- Fixed enemies not appearing in Debugging Starbase and Phoenix Ambush.
Weapons and effects
- Beam weapons.
- Procedural explosions with configurable styles.
- Explosion and power-up asset templates.
- Damage and explosions read munition metadata directly.
- Camera shake.
- Sprites shatter into fragments when destroyed.
Situations and levels
- Sector Run: the default starting situation.
- Transport Intercept, Drillers.
- Swarm Stress: escalating waves of swarms, for load testing.
- Effects Gallery: shows off every visual effect.
- Weapon Gallery and Explosion Gallery: debugging levels.
- Levels can configure a nebula backdrop.
Rendering and visuals
- Direct3D 11 + DXGI flip-discard swap chain:
- Waitable-object frame pacing with a maximum frame latency of 1.
- Tearing (
AllowTearing) when vsync is off. - Falls back to a window render target if the swap chain can't be created.
- New high-resolution frame limiter (
AeFrameLimiter). - Camera transform replaces the 4800×2700 intermediate canvas. Transforms now combine with the current transform.
- Direct2D effects pipeline (
Ae.Engine.Effects):- Displacement-map distortion (shockwaves, gravity wells). It mirrors the screen edges so black never shows.
- Gaussian-blur bloom, color matrix and saturation grading, chromatic aberration, vignette.
- Turbulence nebula drawn with a wrapping brush (no seams), faint by default.
- Lightning.
- The skybox sprite system and its assets were removed; the nebula replaces them.
- Rewritten star field: consistent density and frame-rate-independent parallax.
- Camera and zoom system reworked, with smoother zoom while boosting and support for cinematic camera moves.
- Full-screen loading screen with an animated progress bar and fade-out.
- Full-screen no longer uses TopMost. The mouse cursor is hidden in full screen while the game has focus.
- PerMonitorV2 high-DPI mode.
Menus, HUD and input
- One themed look for all menus.
- New list + detail menu layout with scrolling lists, used by the situation picker and the loadout selection.
- Ship selection layout fixed (ships were clipping off the screen).
- In-game confirmation prompts replace message boxes, including the quit prompt.
- Modal menus that work while the game is paused.
- Escape-to-go-back no longer opens the quit prompt, and Enter no longer passes through a closing prompt to the menu underneath.
- New HUD (
AeHud), drawn in screen space, with a reskinned radar. - Configurable key bindings saved in settings, gamepad input, and key hints shown in the UI.
Engine foundations
AeMathandAeVectorrewritten as immutable structs. All call sites updated.- Collision geometry rewritten on
AeVectorwithulongkeys. - Angles are signed, with unsigned wrapping for display. Rotation speeds are in degrees per second (radians internally).
- Fixed
AeRenewableResourcesrenewal rate to be per second. - Fixed
AeFrameCounterto average frame times instead of rates. - Audio:
- Metadata-driven.
- Decoded samples are shared and voices are pooled.
- Sound asset keys fixed.
- Game Rules:
- Advanced settings and overdraw scale moved from the settings dialog into the Game Rules asset.
- Every rule is required: a missing rule throws
MissingGameRuleException. YieldRemainingFrameTimeremoved.
AeGlobalClassfor global code assets.AeSharedClasstypes are no longer cached.- New imports available to asset scripts:
Ae.Engine.Metadata,Ae.Engine.Sector,Ae.Engine.Effects.
Tools
- Asset Explorer:
- Dark mode.
- Asset templates for creating new assets.
- Natural sorting in the tree: folders first, numbers in order.
- Image processing switched to ImageMagick.
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