Finally, its here... Balder

Ever since I started blogging and talking about this release back in August, I have simply not had the time to get it out the door. Always a little something I wanted to fix, or my daytime job getting in the way. Anyways, finally managed to get it out the door today. Pick it up at the Balder site.

The following list are the changes :

  • Perspective corrected texture mapping
  • perspective corrected Z buffering
  • Dual texture support with mixing
  • Enhanced material support
  • Shaded textures, flat + gouraud
  • Rewritten lighting code for rendering
  • New skybox, utilizing perspective projection in Silverlight
  • Bilinear filtering
  • Performance enhancements
  • Subpixel rendering
  • Multiple games in one page
  • Clearer exceptions
  • InstancingNodes - faster bindable solution
  • Extensible FileLoader support - one can load from anywhere
  • ChamferBox primitive type
  • Vertex coloring support - reads vertex colors from ASE files
  • Multi/Sub material rewritten - faces no longer has Material, but a Id reference instead
  • Wireframe support for Materials
  • Statistics added
  • Shine + ShineStrength for materials added
  • Color manipulation optimized, using integers
  • Smoothing group fix for primitives Cylinder and Ring
  • Optimized heightmap
  • CLUT system removed - too slow
  • Frustum clipping of objects
  • Matrix optimized - going for the solution most use, public fields instead of array as before
  • Started implementation of MipMap levels for textures
  • Rewritten texture system - introducing the concept of map
  • More details on ManipulationEvents
  • Optimizations for Windows Phone 7
  • Added more unit tests
  • Optimized mouse intersection with objects
This post is licensed under CC BY 4.0 by the author.