What's New for RedShift-0.3.0?

c++

RedShift was originally engineered with an object oriented design, but the design was first implemented in c. While this is not really complicated, it did end up obfuscating the code over time and I deemed a rewrite necessary and set up some strict code style standards for myself. RedShift-0.2.0 used c++, but had a poor object model. So now RedShift-0.3.0 should be far easier than before to work on for outside developers.

XML

Previous versions of RedShift only used a few native and cryptic file formats. Now, most objects will use XML format for their top-level specifications, and other common file formats to describe other data, such as .png and .bmp for textures and .3ds for models.

Content

Are you sick of seeing the stealth fighter and the same old island every time you play? Well so am I! I'm hoping to get the chance to make a few new airplanes and maps before releasing the new version just so there's a little variety for once.

3-D Menus

2-D menus are just blah, and I figured out just how easy it was to make a 3-D menu. So why not make one? This way I can have airplanes or landscapes or whatever going on in the background if I want to. And it just plain looks nicer (hopefully).

Used cars!

Yes, writing this page does make me feel like a used car salesman.


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