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CHANGELOG.md

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Changelog

All notable changes to Rusty Rockets are documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning. The file is auto-generated using Conventional Commits.

Overview

nothing new to show for… yet!

  • date: 2019.08.05
  • name: GFX Tutorial, Part II

Description

Another quick prototype release.

Aside from going through the paces of the GFX tutorial, this release also adds an experimental embedded game loop library to further learn about the concepts related to decoupled rendering, and a fixed time step.

It doesn't do anything useful yet, aside from being a well-documented training ground.

Screenshot #1

Contributions

This release was made possible by the following people (in alphabetical order). Thank you all for your contributions. Your work – no matter how significant – is greatly appreciated by the community. ❤️

Changes

Game Features

  • add initial game loop implementation 07ebc32

    This adds a simple (but well-documented) "game loop" library to the project.

    It's mainly meant for learning purposes, and to see what should, and shouldn't be abstracted away in a library.

  • "Learn gfx-hal" chapter 4 d4c4880

    This implements the fourth chapter of the "Learn gfx-hal" tutorial0.

    Some take-aways:

    • Still same feeling as before, lots of boilerplate code, lots of unsafe code. But, having fun going through the courses.

    • Updating the code to use gfx-hal 0.2, contributing the changes back upstream1.

    • Also ordered a book2, and started reading a free online book3 to brush up on the required knowledge.

Unchanged

The following categories contain no changes in this release: bug fixes, documentation, tests, performance improvements, refactoring, code styling.

  • date: 2019.08.02
  • name: GFX Tutorial, Part I

Description

The first in a long sequence of prototyping releases. Every release will change a tiny bit of the application, starting with nothing related to the game at all, slowly building towards something that takes on a familiar shape, representing what is described in the design documentation.

In the first couple of releases, the GFX tutorial is completed step by step, to get a feel for the low-level graphics programming requirements.

Screenshot #1

Contributions

This release was made possible by the following people (in alphabetical order). Thank you all for your contributions. Your work – no matter how significant – is greatly appreciated by the community. ❤️

Changes

Game Features

  • "Learn gfx-hal" chapters 1, 2 & 3 fa74d27

    This implements the first three chapters of the "Learn gfx-hal" tutorial0.

    Some take-aways:

    • gfx-hal is low-level, requiring lots of boilerplate code. It will be interesting to see the difference once we start migrating the code to the Rendy1 crate.

    • Lots of unsafe code required.

    • The winit2 crate is reasonably heavy, providing platform support that isn't relevant to the game (at least not yet).

    • Both crates are still young, lots of moving targets.

Unchanged

The following categories contain no changes in this release: bug fixes, documentation, tests, performance improvements, refactoring, code styling.