V 0.4.0


It’s late so I’ll keep it short but this is a massive update, and I’ve changed the lua syntax somewhat drastically (hopefully for the better). Appreciate feedback on the command names as I feel this may be polarizing and they may change several more times before I consider them “final”. New site to see commands is WIP you can view it here https://petrichor64.app/

  • New conn command to make a tcp connection to an ip or address! Very early version only works with sending strings with a carriage return indicating termination. Should work with a ping pong server if you check for ‘\r’. More to come!
  • Headless binary now available for server like setup without a render pipeline. Just have an app run on init
  • In accordance with shorthand command names: spawn is now make, mouse is now mus, button is now btn, analog is now abtn, sound is now note, silence is now mute, model is now mod, lmodel is now lmod, group is now lot. subload is now simply sub (Would someone mistake a subprocess command as subtract? Time will tell. ), overload is now over, input is now cin, dchunk and dtiles are now merged into a single method dtile.
  • log which acts like print which it also overrides, is now called by cout so no one is confused thinking it’s logarithm. Is it worth saving a single character? Yes. print still works too.
  • print/cout now works with variable number of arguments (including images and entities) as it normally should without having to concat first. print('test',1,2) yields test, 1, 2
  • Added pow for exponents, log is now for base 10 logarithms as you’d expect
  • rou to round a value instead of just floor or ceiling
  • New notification system as a direct overlay for spammed errors. More usage coming soon!
  • Much smaller error output, hopefully easier to read in console or notifications
  • New system font!
  • Testing a cross platform error popup, should work even if render pipeline fails.
  • Text can now be colored!
  • gtile command to get asset/texture at tile position, use for checking what’s placed where
  • Disabled “smooth” camera movement as it was ironically shaky
  • Added bad quad data failsafes
  • Models with quads can have optional uvs and indexes changed directly just like triangle based models. 4 UV coords per quad. Indexes still optional.
  • Initial work for lighting systems, able to include normals in model data
  • Mouse command has scroll delta mus().scroll
  • Img raster can use pixel command to set individual pixels, not super efficient
  • Bug prevented sky raster from updating at the same time as the main raster
  • Major change to how image rasters are layered on to the draw target. Now uses the GPU for hella quick overlaying
  • Adding a draw function to your app or game will be called every time the the windows resizes. Builtin debounce. This is useful if you don’t desire to constantly redraw every loop
  • Clearing sky raster actually works now too
  • Corrected precision error with some math functions using 32 bit floats instead of 64 bit
  • Camera now defaults to 0 azimuth like you’d expect
  • tex function is now synchronous to prevent unexpected texturing behavior
  • New example app is a little more fleshed out
  • New window icon (on windows anyway)
  • Codex 3.0

Files

Petrichor64 (Windows) v0.4.0.zip 3 MB
May 03, 2023
Petrichor64 (Linux) v0.4.0.zip 3 MB
May 03, 2023
Petrichor64 (Apple Silicon) v0.4.0.dmg 2 MB
May 03, 2023
Petrichor64 (Apple Intel) v0.4.0.dmg 3 MB
May 03, 2023
Petrichor64 (Apple Headless) v0.4.0.zip 1 MB
May 03, 2023

Get Petrichor 64 - Interpreted Game System

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