Version 0.3.0


  • First big update!
  • Sound is on again, oops. Sound libraries were literally not included in previous versions. 🤦‍♂️
  • Building inline models with quad arrays will smart unwrap provided texture assets to align to the first 2 vectors of a quad. A skewed quad will still align to this first segment and simply cut into the texture. It will assume aspect ratio for UVs coordinates from the larger of the xy axis to be 1 and the smaller a ratio of their lengths. It’ll make more sense if you see it action. Inline models can also have UVs sent in directly if you’re hardcore about it or not getting what you want.
  • Changed entity.tex to a smart field, not a function, to match up with other properties of an entity. Entities already smartly update the engine with their properties, so encapsulating a texture change into a function was unnecessary. Just say entity.tex="new texture". Easy!
  • entity.asset similarly allows changing the model of an entity, if none are found it will default to a blocked version of a texture of the same name ( assuming there is one ). This behavior matches how assets are provided in the spawn function. Keep in mind models will apply their own stored texture mapping when this is used, so if the texture is intended to be overriden you will want to set entity.tex to that new texture after setting the asset
  • Codex updated with image userdata type information, all custom types are lowercase to match the aesthetic
  • Any codex change like this that’s not backwards compatible, no matter how small, means a version bump. Codex is now at 2.0.0 “avacado”. The Codex naming is just for dev users to track more easily

Files

Petrichor64 (Windows) v0.3.0.zip 2 MB
Feb 25, 2023
Petrichor64 (Apple Silicon) v0.3.0.dmg 2 MB
Feb 25, 2023
Petrichor64 (Apple Intel) v0.3.0.dmg 3 MB
Feb 25, 2023

Get Petrichor 64 - Interpreted Game System

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