Quote Originally Posted by jdarling
Downloading now to take a look at it. I'll let you know what I think. Might have to use this for the next version of JumpStart if its as good as previous versions
I'ts better But not as feature full, yet.

Quote Originally Posted by Traveler
Excellent!! I've been looking forward to this news
I can't wait to see/play with all the new things.

I saw a couple nice changes to DXinput, great. I also like the new camera system. Personally I dont really see the benefit of an additional Direct3D renderer, though.

Anyway, one of the things I missed in the previous version is a way to change the screen resolution during the game, so it's possible to create proper setup screens. (maybe its already possible, but I couldnt figure out how)
Another rather annoying thing I'd like to see fixed is the issue where the mousepointer can be moved outside the screen when in fullscreen mode.

Keep up the great work!
The only thing that is "new" as in not rewritten in this version is the prototype entity engine, it will replace the sprite engine, check the recoil behavior for a small preview of what can be done.

The idea behind the D3D backend is to be able to support lower-end hardware, escpecially laptops with Intel GPUs and in some respect ATI cards even though they are alot better. It's not a prioritized feature as of now through, the framework is there and it will be able to implement it without changing anything else.

It was possible in the previous version; you basically had to do:

Code:
  Screen.Close;
  Screen.Open(new resolution paremeters);
  // rebuild all assets
  Images[0].Build;
I will add a better variant to change the resolution in this version, as per request =) Rebuilding the assets might be a manual process still, the reason is that it may take forever and you might want to do a progress screen for it, that will be hard if it's automatic.

I wasn't really aware of this mousepointer problem, i'll look into it, through i'm afraid its something burried in GLFW.

Quote Originally Posted by arthurprs
great news!

code made for phoenix1 will work in phoenix2?
That depends, the initialization part is very different, you need to create a device, there's no screen class anymore. Othervise alot of stuff is the same, for instance the imagelist has the same functions and names (and a few more), except for the constructor that will need the device as a parameter so anything using the imagelist will work more or less directly.

And theres no automatic event passing anymore, so getting the input to work requires to manually pass all events to the input class, this is done to be able to fully disable inputs and other components, witch i found to be a limitation before.

Thanks alot for you'r feedback and positive comments!