Game Editor 1.5 is progressing.
We changed the interface between ge and the physics engine. GE now automatically draws polygons around sprites. This was a user task so far.
Polygons will not be visible in editor or in game. Main purpose is for collision detection.
Tests showed that up to 45 polygons were generated for a circle.
This is very important for handling collision detection for rotated and scaled sprites. Collision will now be calculated first by the pixel perfect
engine for "unscaled and unrotated" sprites for compatibility reason. So current collusion detection is untouched.
If sprites are scaled or rotated then the physics engine takes over and calculates collision via polygons. Thats state of the art and fast.
We plan to release a beta in Q3. In the meantime we will continue to post prototypes on the gameEditor.net website.
Pls note that sprite scaling, rotating and physics will not be supported on engines without opengles/opengl. Means: windows mobile, pocketpc.
All bug fixes or 1.5 or features have to be in tracker
http://sourceforge.net/apps/trac/game-editor/Only tickets in tracker will be considered for 1.5. Access to tracker have: Makslane, Skydereign and myself.