Release Notes: Version 0.2 (03/03/2008) - Reestructure of the math lib (steel need improvemnts and features) - Creation of a geometry data file - Creation of a xml scene data file - Creation of a collada conversor to the aika geometry data file - Support for OpenIL (devil) library. Only read textures from the AKG file for now. - Support for spot, point and directional lights - Creation of a scenegraph - Creation of a framework (see appframework) to help on the usability of aika - Support for input device (only keyboard for now) - Removed the directx render implementation (need to be updated) - and another improvements and bug fixes. Version 0.1.1 (04/06/2007) - Multi-api Support - Was adjusted the Opengl implementation. - Was added a first directx implementation. The required includes and libs was added in project too, but I don't know if will be needed anything more. If you have any problems, tell me please. - Was added font render (phase 1) - Lang - Was changed some methods in string and array. - Logging - Was changed all the stack trace implementation. - Projects - Was added the codeblock project, and reorganized all the engine project. - General - This is an intermediate release, made to correct some bugs. Version 0.1 (03/24/2007) Obs. This is the first version of Aika, so don't expect a lot of features yet. And be prepared for some bugs. :) - Multi-api Support - Open-GL is the first compatible api, but his implementation isn't over yet. There's a very basic api handle. - Multi-platform Support - All the platform stuff is already done, with a specific interface to make all the platform dependencies very independent. - Input/Output - The idea in this part of the engine is to make something similar to java IO. There's already the FileInput/Output and ByteArrayInput/Output working properly. But in some parts of the engine i'm using the stl yet (temporary). - Lang (java style) - In this part we have only an Array class and String class, to make safe all that correlat stuff. - Math - All the primarily math stuff was already done (but don't tested yet) :(. - Logging - There's a logging system, to help in some tasks in the engine (memory log, trace log, debug and etc). - Pointer - In the util class, there is a smart pointer that need to be used when possible (see his comments).