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Games:3D::World:
2003-03-07 v0.01 Tels - 51 tests (first version)
added:
* Game::3D::Brush - cubes, wedges, cylinders, pyramids; all as air, solid,
or water
* Game::3D::Level - contain and render brushes
* Game::3D::Vector - length, rotate, translate, scale, normalize, etc
* rx,ry,rz and rotation() to Area
2003-03-11 v0.02 Tels - 51 tests
* renamed to Games:: (not Game::)
2003-03-12 v0.03 Tels - 54 tests
* Vector.pm: adedd cross(), dot() and copy()
2003-03-18 v0.04 Tels - 62 tests
* Vector.pm: added method set()
* added Mass.pm - physical mass with simulation and forces applied
2003-03-24 v0.05a Tels - 62 tests (not released)
* Vector.pm: added add(), subtract(), divide()
* added PhysEng.pm
* added Attractor.pm
* fixed Mass.pm a bit
2003-04-02 v0.05b Tels - 69 tests (not released)
* added example with attractor and masses attracted to it
* Mass.pm: added attracted_by
* PhysEng: fixed to make it work
* added Room.pm for portal rendering engine
2003-04-19 v0.05c Tels - 74 tests (not released)
* fixed attractor.pl to use SDL::App::FPS w/ config, font, fps and console
* Level: added _load(), _build_portals()
* Brush: vertices_final() didn't work at all
* Brush: vertices() negleted to unpack returned result
* Brush: added faces()
* World: made a Thingy; added _init(), render(), camera()
* Room: added _build_vertices(), option $portals to render(), better render()
2003-04-20 v0.05 Tels - 104 tests
* test for $brush->faces()
* Brush: faces() scale/translate the faces to reflect real brush layout
* Vector.pm: added method mul()
* fixed level->build() and level->render() a bit
* Room: add_face() and add_portal() to add_faces() and add_portals(), resp.
* Brush and Room: added default_texture
* render rooms with scaled/repeated textures
* World.pm: include a PhysEng
* added: Object.pm: a mass with a size, that can render itself
Please send me test-reports, your experiences with this and your ideas - I love
to hear about my work!
Tels <http://bloodgate.com/>