- Optimized graphics rendering to take better advantage of hardware
- Scripting language support for weapons and server scripts
- Much larger landscapes supported
- Added multi-lingual support for chatting and player names
- Added localization support for dialogs and messages
- Some gameplay adjustments
- Better LAN/Internet communications for less timeouts
- Some new maps
For those who don't know, it's a 3D artillery game with destructible terrain and sumptuous graphics. One thing I always think when I look at Scorched3D; why hasn't somebody re-used the engine in a different type of game? Nice effects, destructible terrain, there's plenty of possibilities there.
VDrift has emerged from the other side of a ground up refactor/rewrite with release 2-15-09. This is quite good news as projects as big as VDrift rarely survive a rewrite. Author Joe Venzon describes the highlights of the release:
I think it's a big improvement over the last release. Although there aren't any new features, there are so many bug fixes, stability enhancements, and performance improvements it's hard to make a complete list. Most of the code has been rewritten, including the car physics. Ackermann steering has been added. The in-game HUD has a new look. Font rendering has been vastly improved. More graphical options are available. The new physics numerical integrator is more stable.
I think there's also some more cars and improved tracks in this release, although don't quote me on that one.
Oolite (space rpg game) update; 1.72.2 was released a couple of weeks ago. It's a bugfix for the 1.72 test release. I couldn't play it as autopackage no longer works on my system with some obscure error and I don't fancy compiling it.
This is Angel, a 2D game prototyping engine based on OpenGL and C++.
Angel was originally made by a group of employees at Electronic Arts Los Angeles for use in a GameJam they were planning for April of 2008. The source was opened in January 2009.