Past Releases (from way back in 2010-early 2012), not longer relevant
- v0.9.5 was released at the end of March 2012 and supports the basic mobile feature set for 2D and 3D games development. We will continue improving and supporting Windows, WP7, Android and iOS and allow anyone with a Marketplace account to build applications and games using the Launcher for some time (3-6 months). Also supported content formats have been improved:
- Meta data editing is possible in the ContentManager
- Font, Image Animation, 3D Content (meshes, textures, etc.) for more complex games are finally fully implemented.
- Atlas Texture generation is implemented and will be improved over time, this greatly improves performance on mobile platforms.
- v0.9.5 will be the stable release that indie developers can use (see Marketplace), we do not recommend it for companies as we do not have the resources to finish complex feature requests.
- Development was a little slow during v0.9.0-v0.9.5 as I (Benjamin) was the only developer working on it. As always I will continue supporting in the Forum and try to fix issues asap, especially content and build system related.
- Most parts of the engine (pretty much everything except the content generation and the build servers) are Open Source and you are free to modify whatever you need or help out committing features or patches via CodePlex. Of course if you need help with a feature that is currently not easy to do I will try to help as much as I can, but I cannot promise that all feature requests can be implemented (e.g. new platforms are pretty much not on any plans right now). As always check the latest nightly release to stay up to data with the current development progress!
- v0.9.4 was planned for the end of February 2012 and released early in March. It focuses on improved WP7, Android and iOS support (in that order) and allow anyone with a Marketplace account to build applications and games using the Launcher. Also supported content formats will be improved and meta data editing will finally be reflected in the ContentManager for Font, Image Animation, 3D Content (meshes, textures, etc.) for more complex games.
- v0.9.3 This release (from January 2012) continued support for our game teams in order to improve Android, iOS and WP7 features. A lot of the work also went into supporting more supported content formats (sound, music, video, image formats, etc.). Font, Image Animation and 3D Mesh features for more complex games are also prepared and will follow in the upcoming nightly releases (currently our two biggest projects SoulCraft and ArenaWars do not use the v0.9.x content pipeline, we will now start porting specific game content features back into the general Delta Engine system).
- v0.9.2 Focused on supporting our game teams, Azure support, more iOS, Android and WP7 features. Everyone can also now use the Launcher and Build System (on Windows, other platforms require a Marketplace License).
- v0.9.1 was released 18. November 2011 and 160 bug-fixes and 109 new features (this is the most we ever archived in a month). Most of it is under the hood (utilities, refactorings, build system, converter rules, etc.), but a lot of it is also visible like improved samples and lot of community feedback.
- v0.9.0 was released 9. October 2011 and is the first public release of the Delta Engine. It is still in Beta mode and is an early preview for things to come. Please note that our game teams have also done a ton of useful work we plan to re-integrate into the v0.9.x branch. The usefulness of v0.9.0 is currently limited by many deactivated features (e.g. no 3d content, thus no 3d sample games yet, iOS/Android/WP7 deployment possible, but can't be used because we don't have Licensing and Library deals closed yet), but we are overall happy with many of the modules in this release and think most code will be stable in the upcoming releases (which makes upgrading easy for you). Note: All releases and wiki pages older than v0.9.0 are only accessible to our internal beta testers.
- v0.8.6: Release 2011-08-22: Big beta release, everyone on our huge beta list and people from the GDC Europe and GamesCom can join the beta now and try out the engine and look at the sample games: SoulCraft, ZombieHockey, ArenaWars, Breakout, Blocks, Rocket Commander, all running with the Delta Engine on multiple platforms.
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Mostly focused on creating new projects, uploading content and checking it out with the new ContentManager tool.
Also includes the extremely useful Launcher tool plus the Sample Browser with all the Tutorials ready to understand how the engine works and how easy it is to get started now.
Also allows building on supported platforms (Windows, iPhone, iPad, Android, Android Tablets, later Windows Phone 7 and Xbox 360) with just a click of a button. In the beta we are only allowing Windows deployment for now as we have not finished our website and payment systems (stay tuned for that in v0.9.x).
More polishing of the engine: Finishing lots of started tasks and getting them into a release-ready state (physics, rendering, multimedia, scenes, content, engine, utilities, etc.)
Multimedia Refactoring. Multimedia works fine for over a year now, only minor changes were made the last time in October 2010 for ZombieParty. However the rest of the engine changed a lot and some internals have to be changed for Multimedia too and most importantly all new content features need to be updated in Multimedia as well (for better performance, optimizations and smaller memory consumption).
Major work on the Sample Games and Tutorials. Getting ready for public release in October 2011!
Note: We still recommend using v0.8.3.2 until v0.8.5.1 is out, see v0.8.4 for all the reasons.
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v0.8.5: Release 2011-07-31: This release closes many of the parts we developed in the lasts months and finally brings the new content and build system together.
Mostly focused on creating new projects, uploading content and checking it out with the new ContentManager tool.
Also includes the extremely useful Launcher tool plus the Sample Browser with all the Tutorials ready to understand how the engine works and how easy it is to get started now.
Also allows building on all supported platforms (Windows, Linux, MacOS, iPhone, iPad, Android, Android Tablets, Windows Phone 7 and Xbox 360) with just a click of a button like we promised always :)
Early in July Windows, Windows Phone 7 and Android deployment will be made possible.
iOS and the rest of the platforms are up next and will be added till the end of July. Keep in mind that they already work fine, but you have to manually fire up the build system and manage everything or even have to convert projects or solutions with the CsProjConverter tool. This all will be gone by July and all you need is the Launcher to compile and start applications.
We will also focus on more tools in the nexts months, but this month is all in the name of the content and build system.
More polishing of the engine: Finishing lots of started tasks and getting them into a release-ready state (physics, rendering, multimedia, scenes, content, engine, utilities, etc.)
Multimedia Refactoring. Multimedia works fine for over a year now, only minor changes were made the last time in October 2010 for ZombieParty. However the rest of the engine changed a lot and some internals have to be changed for Multimedia too and most importantly all new content features need to be updated in Multimedia as well (for better performance, optimizations and smaller memory consumption).
Effect System has already been updated v0.8.4, but we are working on making the whole thing more feature complete in preparation with the EffectEditor, which will be developed in August for v0.8.6.
Overall the engine and especially the UI also might get some updates and new features, but this is optional if we have time left at the end of the month. Otherwise this is coming in v0.8.6.
Major work on the Wiki, proof reading all pages, making sure the samples, tutorials and documentations are intact and all in sync. Getting ready for public release in September 2011!
Preparation of sharing or protecting source code and content for all users of the Delta Engine. We started in fact a new repo for v0.8.5, which is 50 times smaller and much faster to use for us internally (splitting up our code, external libraries and research projects into separate repos).
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v0.8.4: Release 2011-07-04: Engine Improvements and First Build System Parts. This release focuses on many of the existing features and feature wishes by the teams using the Delta Engine already. A lot of work is also behind the scenes in the new updated build system and content server. This release closes many of the parts we developed in the lasts months and finally brings the new content and build system together.
Note that an updated v0.8.3.2 version was released at 2011-05-16 with the old, but more stable features and systems in place (we recommend that build until v0.8.5 for any development team. In fact we did not even push v0.8.4 to the beta repo to not confuse anyone, all teams are running fine with v0.8.3.2 right now).
Dynamic Content Update, Atlas generation and realtime loading and streaming of data while the game is running on mobile devices.
More compression features to reduce content and app size even more (currently ZombieHockey is 3MB on WP7, 7MB on iPhone, the SoulcraftTechDemo small version is just 9MB on Android)
PhysicsEngines was improved as well, lots of features from the Soulcraft May Tech Demo were added plus all effects can be physicalized now, which is a pretty powerful concept. You can really stress test devices and use all cpu cores at 100% with a lot of physicalized particle effects.
BuildSystem detailed work on iOS, Android and WP7 to support all mobile devices as good as possible. Also more improvements, speedup, caching and generalization. Will get all tests and games up and running on all mobile devices we have in our DeviceList.
Start making the SceneEditor the central point for the engine and forcing new projects to be created with the ContentManager tool and then go into the SceneEditor.
We are also on working to improve all the Physics Engines available in the Delta Engine. Also added more tests and made sure it works for 2D and 3D as needed for all current projects. Updated to the newest versions of Farseer, JigLibX and Jitter (Havok, Ageia and more also possible soon, at least on the Windows side (because they have native parts), but not added yet). Also more advanced features like Ragdolls and Physicalized Particles will be implemented into the PhysicsEngines interface.
InputSystem, more stability, maybe some extra InputCommand work and generalization. Also more documentation and feature testing on all platforms.
Mostly focused on creating new projects, uploading content and checking it out with the new ContentManager tool.
Also includes the heavily useful Launcher tool.
Also allows building on all supported platforms with just a click of a button like we promised always :)
Early in June Windows and Windows Phone 7 deployment will be made possible
iOS and Android are next up and will be added till the end of June. Keep in mind that they already work fine, but you have to manually fire up the build system and manage everything or even have to convert projects or solutions with the CsProjConverter tool. This all will be gone by June and all you need is the Launcher to compile and start applications.
We will also focus on more tools in the nexts months, but this month is all in the name of the content and build system.
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v0.8.3.2: Release 2011-05-16: Updated to v0.8.3.2, this version is not a normal update, it just provides some bug fixes and improvements to the UI system, controls and input related things. There are currently some minor issues as we are reworking Fonts and EffectSystem rendering, Fonts might be rendered without transparency for you (Bug #3333). Please also note that this release is source code only, no tools were updated, please wait for v0.8.4 and v0.8.5 for major updates to the ContentSystem, BuildSystem and some tools we have been working on.
Scenes and UI improvements as requested by the teams, see: SceneEditor (mostly in OnTime however, see emails from Enrico)
Factory improvements, lots of optimizations and making sure it all works the same on all platforms and is easy to use, see Factory
ContentSystem optimizations and more features (dynamic atlas regeneration, more optimized atlases, custom sizes, etc.)
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v0.8.3.1: Release 2011-04-30: Update to the v0.8.3, which mostly improves on the features and adds more UI controls and platform support, all of course depending on the feedback we get!
Engine, Factory, Launcher and Modules improvements as required (there are still some pain points we want to eliminate). Now very dynamic again (works on all platforms except WP7 and Xbox 360).
BuildSystem improvements, speedup, caching and generalization (this is a constant task, always needs improvements, see May). Will get some basic unit tests up and running on iOS.
ContentManager preview tools (shows all the new features, but not fully done and tested yet, will take till the end of May till it can be used in full production. Really powerful now on the back end, see wiki sites for it).
Scenes and UI improvements as requested by the teams. Make SceneEditor more useable. (This task was extended till the end of May).
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v0.8.3.0: Release 2011-04-15: First private DeltaEngine release (takes a little longer than 1 month because of major features, smaller team and helping a lot with the setup of the Soulcraft and ZooMumba teams). Features:
ContentSystem Basic work on the ContentManager tool, local and remote content building and full integration into the engine, build system and support for all supported platforms (iOS, Android, WP7, Windows). This is an ongoing process and will not be finished till v1.0. We hope to get preview tools till the end of April and production ready tools till the end of May up and running!
Launcher tool as standalone app and as integrated Visual Studio addin to start all unit tests, tutorials, samples, games, etc. on all supported platforms and devices (iPhone, iPad, Android phones, Android tablets, Windows Phone 7, Windows OpenGL, Windows Xna, etc.). Note: This is just the frontend, the backend is planned for April and will also be an ongoing process in the next months. The BuildSystem is already working, just more manual work and all the new tools automate everything down to a single click.
SceneEditor for visual UI and Scene editing and overall game screen design (this is the main visual editor for the Delta Engine and it connects all other tools to it in the future). The Scene Editor was planned till April, but is now extended to May as well to make it more useful and integrate all the 50+ Feature wishes we got so far.
We are also on working to improve all the Physics Engines available in the Delta Engine. Also added more tests and made sure it works for 2D and 3D as needed for all current projects. Updated to the newest versions of Farseer, JigLibX and Jitter (Havok, Ageia and more also possible soon, at least on the Windows side (because they have native parts), but not added yet).
Wiki improvements and planing, also adding documentation of the whole engine (we already got it in the source code, but some tool like Doxygen will provide this information in the web too). First step in preparation for public release in July 2011.
Bug-Fixing and helping the teams with the EffectEditor, LevelEditor (not part of the Delta Engine yet, but will be later integrated or at least sample tools will be available).
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v0.8.2.1: Release 2011-03-23: Delta Engine v0.8.2 was updated to v0.8.2.1 and has some improved warnings and easier content generation for both 3D levels, models and 2D images and animations. Other than a few fixes not much else has changed. Please continue to report your feature requests for v0.8.3 and upcoming releases.
Also an important note: All bugs and requests are worked on by our team on Monday (and optionally Tuesday), the rest of the week we have to focus on completing the next engine release, else you all won't be able to use the great new ui editor, content system and launcher planned for v0.8.3.
And finally on how to use the Delta.Tools.ContentGenerator.exe (now has fewer options and is 10 times faster because it generates png files, not dds files anymore, no need for nxdxt.exe anymore):
ContentManager.
- v0.8.2.0: Release 2011-02-24: First internal release, just providing the features from the SoulcraftTechDemo for the Teams: Soulcraft (internal), Amer (SharpDX, Shadows, SampleBrowser, extern), external iOS developer, external flash developer. See list of dlls at WindowsDeployment.
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v0.1-0.7: November 2010: Only used internally to write and improve the engine plus some prototypes. At the end of v0.7 ZombieParty and ZombieHockey was released on iPhone, iPad, WP7, Windows XP, Vista and 7 and a prototype on Android and Android Tablets plus some tests on Xbox 360, Linux and Mac (not released there however).
Please note that while we have worked on the exDream Engine before since 2002 (see v0.0) and started the Delta Engine in 2009, we did not do it full time, there was always game projects we supported and wrote (especially in 2010, we released 9 iOS games, build Fireburst, ZombieParty, ZombieHockey, started the Soulcraft Tech Demo and did a lot of Soulcraft prototyping). Only since March 2011 we focus our full attention to the Delta Engine and we will provide the best support we can do :) Since our company is project and game driven, we still have to spend a lot of time building games and supporting them, but in the future we will try to focus more on the Engine side. As you can see below even we in the engine team still have to spend almost half of the time supporting our internal and external teams and games. The real difference is that the Engine Team itself can now focus on support and features and will not build games anymore.
- v0.0: The first iteration of the Delta Engine was started in November 2009 and is every line you see today was written and rewritten since then many times. However, many concepts, ideas and basic code blocks (e.g. utilities or render techniques or how input works) is derived from previous projects and engines. All database and server parts are based on older web engines I (Benjamin) wrote in 2008 (MVC) and the first iterations of the Delta Engine were still based on the exDream engine and XNA games I wrote in 2002-2009. The exDream engine was used mostly for RTS games (Arena Wars, Arena Wars Reloaded, Armies of Steel and internal prototypes).