Welcome to the Open Source release of the Genesis3D engine, version 1.1. This version is based on the 1.0 release - with some new features and a collection of bug fixes and repairs. We have also included the WildTangent SDK for you to check out. (find it in the WildTangent_SDK directory) This release contains the source code to the Genesis3D engine, plus source code to all the tools that were used to build the Genesis3D demo GTest. This includes a world editor, texture packer and 3D Actor tools. The file BUILD.TXT describes the layout of the source code, including where to find the individual project files, and information about which external tools you will have to obtain to build the engine and support code. By installing the contents of this Open Source Distribution, you have agreed to be bound by the terms found in LICENSE.TXT. Please refer to this file for licensing and contact information regarding this source. New features for version 1.1: · Distance Fog. (supported in the D3D driver and the Glide driver) See the function geEngine_SetFogEnable( ) with comments in the Genesis.h header file. · Far clipping plane support. See the functions geCamera_SetFarClipPlane( ) and geCamera_GetFarClipPlane( ) with comments in the Camera.h header file. · Texture lock feature in the gedit world editor. · 3D Studio Max R3 support with specific exporters built for R3. Find these new exporters (keyexp.dle, nfoexp.dle) in /R3. Use these only for R3. For R2.5, use the previous exporters with the same name in the root directory. · Texture pack tool (Tpack.exe) enhanced to also export textures from previously packed data sets. · MIP-Mapping now works on actors, and user polygons if they have MIP maps. · An additional sound API is provided. geSound3D_GetConfigIgnoreObstructions( ) behaves similarly to geSound3D_GetConfig( ), but it doesn't diminish the sound if there are visible obstructions between the sound and the camera. This essentially allows the sound to go through objects and world geometry. Bugs fixed for version 1.1: · Hint brushes work like they are designed to. Use them to create extra splits in the BSP (a 'hint' to the level compiler) where visibility is otherwise leaking around corners non ideally. · The D3D driver has extended ability to tailor the number of texture handles to specific 3D cards. Cards that can handle more will be allowed more, and cards that can't will be limited. The result is a performance gain on cards that can support more handles, and no impact to those that can't. · The Software driver properly supports more screen pixel formats, and also should work on NT and Windows 2000. · The drivers should always choose a reasonable MIP-Map level to render textured polygons. · The D3D driver is not enabled if a Glide driver is present. This may cause undesirable problems with secondary video cards being ignored, but avoids an otherwise unavoidable black-screen lockup that happens when both Glide and D3D are accessed during a single session. Deleting or removing the glide.dll will result in D3D only, which should also now work properly on 3DFX chipsets. · D3D driver identification for some 3D hardware cards with very long identification strings sometimes caused crashes or instabilities. This is repaired. · If the D3D log file existed and was read-only, the D3D driver improperly reported a startup error. Now, if this condition occurs, D3D will attempt to run, but the log file will not be written. · The D3D driver has an additional flush after shaded polygons to compensate for drivers that cannot properly switch between shaded polygons and textured polygons if they are both in the D3D drawing cache. · A texture alignment problem with the Glide driver was repaired. · Fixed a crash problem that happened when converting 24 bit bitmaps to 8 bit bitmaps with palettes. · Fixed a problem with geVFile_GetS( ) when used on in-memory VFiles. · The startup logo is properly centered. Changes to GTest for version 1.1: · A new command line to demonstrate fog in action. -fog enables this feature demo. Remember that via the API you have control over the depth of the fog and it's color. · A new command line to demonstrate the far clipping plane working. -farclip enables this feature demo. The API gives control over how far out the far clipping plane is. Combined with fog, this can be used to increase the performance of levels with large expansive areas. Please review the release notes in the HTML document installed to your Genesis3D folder as "Release Notes". We hope that you will use the source to this engine to build things that are new, exciting and fun. We have provided the source in the interest of sharing ideas and promoting easier development of 3D applications in today's world of ever improving hardware. Please enjoy yourselves, and help the industry where ever you can by donating your improvements back into the main source branch of Genesis3D. Good luck, and we hope to hear from you. November, 1999 The Genesis3D Team