Version 1.8 (middle 2012 - today)
Renamed to Quadron Virtual Particle.
- forward / deferred renderer
- light handling
- iOS + GLES support
- PVR compression
- multiple render target support
- leak detection
- OpenCL support
- QuadronFX shader language
- shader editor
- OpenGL core profile support
Version 1.7 (2011 - early 2012)
- MD5 import (Doom3, Quake 4)
- M2 import (World of Warcraft)
- skeletal animation on the CPU
- box-based physics
- improved material system
- basic transparency sorting
- ogg-vorbis import
- sprite-based GUI
- compressed textures (DXT)
- pack file
- basic memory management
- added OpenGL support
- added OpenAL support
- added MAC OS X support
Version 1.6 (late 2010)
I was working on my degree dissertation, so I did not have much time for the engine.
- refined interfaces
- refactored XML scene
- sprite-based text rendering
- sound with XAudio2
- utility library to load image formats
Version 1.5 (2010)
Third contest of home-made engines (5th place in average of 11). It was a pure brute-force polygon render test, so
there was not much for the engine to work with.
- major changes in the interface
- uses inheritance instead of callbacks
- improved post-effect system with the use of renderers
- fixed timestep based game logic
- signal/slot-based event handling
Version 1.4 (2009)
Second contest of home-made engines (no info on it).
- XML based scene definition
- introduced shader-based materials
- with automatic handling of named uniforms
- basic postprocessing support
Version 1.3 (2008)
First game written with the engine, named SpaceBang (8th place of 13).
Participation on a contest of home-made engines (1st place). The contest relied on view-dependent
performance, so VFC came in handy.
- scene graph based hierarchy
- view frustum culling
- content management
- subset-based rendering
- camera classes
- C-style callbacks
Version 1.2 (2007)
Rerolled to C++ and started coding everything by hand.
- maths library
- platform independent interface
- implementation for DirectX 9
- .obj import
- input handling with DirectInput 8
Started development with C# and XNA. It was named Quantum, because of the letter q (it was gonna be the qoolest engine).
It was quickly revealed that the language is incapable of handling the tasks required.