<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>buttermilk Wiki &amp; Documentation Rss Feed</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home</link><description>buttermilk Wiki Rss Description</description><item><title>Updated Wiki: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=42</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the 2D XNA game &amp;#47; GUI engine that&amp;#39;s being built for the game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes a dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This project is discontinued. This code is dead. Buttermilk Game / Gui Engine is available for archival purposes only.&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk is currently being rewritten in 3D as the &amp;quot;Ox Game Engine&amp;quot;. Feel free to use the code for whatever you want though.&lt;br /&gt; &lt;br /&gt;Contact me at bryanedds@yahoo.com if you have any questions!&lt;br /&gt; &lt;br /&gt;- Bryan Edds&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Notes from the Last and FINAL update...&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes all common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, Buttermilk exposes its innards so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games is the Buttermilk Game Engine NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine NOT good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, Buttermilk does not have the functionality to do intense physics games or games with scene rotations because its collision system, physics system, and scene graph to a certain extent do not support rotations. Buttermilk could definitely be extended to support this functionality and thus the neat-o 2D physics games genre, but you would have to refactor the scene graph to support rotation with mounting as well as plug in a new collision and physics system. Fortunately, I have made plugging these systems in very easy using XNA's game component functionality.&lt;br /&gt; &lt;br /&gt;Additionally, Buttermilk is not recommended for 3D isometric games (like, say, Super Mario RPG on the Super NES). This would be difficult, moreso than plugging in new collision and physics systems.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;No normal is calculated for collisions yet&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.10 will simply be getting more polish and another gui component called GuiPopUpList.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. This will allow for shaders on 2D objects as well. I will also change the scenegraph to be more traditional (think a normal 3D scenegraph, but in 2D). I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Mon, 18 Aug 2008 03:26:53 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20080818032653A</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=41</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the 2D XNA game &amp;#47; GUI engine that&amp;#39;s being built for the game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes a dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;Buttermilk is currently being rewritten in 3D.&lt;br /&gt; &lt;br /&gt;I got an e-mail asking if this engine is still in the works. The answer is no. I decided to rewrite it in 3D, and hope to release something to replace Buttermilk eventually.&lt;br /&gt; &lt;br /&gt;The code has been open sourced if anyone wants to extend it.&lt;br /&gt; &lt;br /&gt;Contact me at bryanedds@yahoo.com if you have any questions!&lt;br /&gt; &lt;br /&gt;- Bryan Edds&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes all common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, Buttermilk exposes its innards so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games is the Buttermilk Game Engine NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine NOT good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, Buttermilk does not have the functionality to do intense physics games or games with scene rotations because its collision system, physics system, and scene graph to a certain extent do not support rotations. Buttermilk could definitely be extended to support this functionality and thus the neat-o 2D physics games genre, but you would have to refactor the scene graph to support rotation with mounting as well as plug in a new collision and physics system. Fortunately, I have made plugging these systems in very easy using XNA's game component functionality.&lt;br /&gt; &lt;br /&gt;Additionally, Buttermilk is not recommended for 3D isometric games (like, say, Super Mario RPG on the Super NES). This would be difficult, moreso than plugging in new collision and physics systems.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;No normal is calculated for collisions yet&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.10 will simply be getting more polish and another gui component called GuiPopUpList.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. This will allow for shaders on 2D objects as well. I will also change the scenegraph to be more traditional (think a normal 3D scenegraph, but in 2D). I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Sat, 14 Jul 2007 13:39:34 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070714013934P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=40</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the 2D XNA game &amp;#47; GUI engine that&amp;#39;s being built for the game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes a dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes all common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, Buttermilk exposes its innards so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games is the Buttermilk Game Engine NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine NOT good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, Buttermilk does not have the functionality to do intense physics games or games with scene rotations because its collision system, physics system, and scene graph to a certain extent do not support rotations. Buttermilk could definitely be extended to support this functionality and thus the neat-o 2D physics games genre, but you would have to refactor the scene graph to support rotation with mounting as well as plug in a new collision and physics system. Fortunately, I have made plugging these systems in very easy using XNA's game component functionality.&lt;br /&gt; &lt;br /&gt;Additionally, Buttermilk is not recommended for 3D isometric games (like, say, Super Mario RPG on the Super NES). This would be difficult, moreso than plugging in new collision and physics systems.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;No normal is calculated for collisions yet&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.10 will simply be getting more polish and another gui component called GuiPopUpList.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. This will allow for shaders on 2D objects as well. I will also change the scenegraph to be more traditional (think a normal 3D scenegraph, but in 2D). I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Mon, 05 Feb 2007 16:15:43 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070205041543P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=39</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the 2D XNA game &amp;#47; GUI engine that&amp;#39;s being built for the game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes a dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes all common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, Buttermilk exposes its innards so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games is the Buttermilk Game Engine NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine NOT good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, Buttermilk does not have the functionality to do intense physics games or games with scene rotations because its collision system, physics system, and scene graph to a certain extent do not support rotations. Buttermilk could definitely be extended to support this functionality and thus the neat-o 2D physics games genre, but you would have to refactor the scene graph to support rotation with mounting as well as plug in a new collision and physics system. Fortunately, I have made plugging these systems in very easy using XNA's game component functionality.&lt;br /&gt; &lt;br /&gt;Additionally, Buttermilk is not recommended for 3D isometric games (like, say, Super Mario RPG on the Super NES). This would be difficult, moreso than plugging in new collision and physics systems.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;No normal is calculated for collisions yet&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.10 will simply be getting more polish and another gui component called GuiPopUpList.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Fri, 02 Feb 2007 13:37:29 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070202013729P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=38</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the 2D XNA game &amp;#47; GUI engine that&amp;#39;s being built for the game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes a dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes all common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, Buttermilk exposes its innards so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games is the Buttermilk Game Engine NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine NOT good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, Buttermilk does not have the functionality to do intense physics games or games with scene rotations because its collision system, physics system, and scene graph to a certain extent do not support rotations. Buttermilk could definitely be extended to support this functionality and thus the neat-o 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;Additionally, Buttermilk is not recommended for 3D isometric games (like, say, Super Mario RPG on the Super NES). Again, Buttermilk could conceivably be refactored to acheive this, but it would be very difficult.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;No normal is calculated for collisions yet&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.10 will simply be getting more polish and another gui component called GuiPopUpList.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Thu, 01 Feb 2007 19:31:43 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070201073143P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=37</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the 2D XNA game &amp;#47; GUI engine that&amp;#39;s being built for the game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes a dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes all common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, Buttermilk exposes its innards so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games is the Buttermilk Game Engine NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine NOT good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, Buttermilk does not have the functionality to do intense physics games or games with scene rotations because its collision system, physics system, and scene graph to a certain extent do not support rotations. Buttermilk could definitely be extended to support this functionality and thus the neat-o 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;Additionally, Buttermilk is not recommended for 3D isometric games (like, say, Super Mario RPG on the Super NES). Again, Buttermilk could conceivably be refactored to acheive this, but it would be very difficult.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;No normal is calculated for collisions yet&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.10 will simply be getting more polish and another gui component called GuiPopUpList.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Thu, 01 Feb 2007 19:00:22 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070201070022P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=36</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the 2D XNA game &amp;#47; GUI engine that&amp;#39;s being built for the game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes a dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes all common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, BGE exposes its innard so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games is the Buttermilk Game Engine NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine NOT good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, BGE does not have the functionality to do intense physics games or games with scene rotations because its collision system, physics system, and scene graph to a certain extent do not support rotations. BGE could definitely be extended to support this functionality and thus the neat-o 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;Additionally, BGE is not recommended for 3D isometric games (like, say, Super Mario RPG on the Super NES). Again, Buttermilk could conceivably be refactored to acheive this, but it would be very difficult.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;No normal is calculated for collisions yet&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.10 will simply be getting more polish and another gui component called GuiPopUpList.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Thu, 01 Feb 2007 18:58:35 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070201065835P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=35</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the 2D XNA game &amp;#47; GUI engine that&amp;#39;s being built for the game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes an almost-complete dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes most common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, BGE exposes its innard so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games is the Buttermilk Game Engine NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine NOT good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, BGE does not have the functionality to do intense physics games or games with scene rotations because its collision system, physics system, and scene graph to a certain extent do not support rotations. BGE could definitely be extended to support this functionality and thus the neat-o 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;Additionally, BGE is not recommended for 3D isometric games (like, say, Super Mario RPG on the Super NES). Again, Buttermilk could conceivably be refactored to acheive this, but it would be very difficult.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;No normal is calculated for collisions yet&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Thu, 01 Feb 2007 18:54:02 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070201065402P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=34</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the 2D XNA game &amp;#47; GUI engine that&amp;#39;s being built for the game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes an almost-complete dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes most common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, BGE exposes its innard so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games is the Buttermilk Game Engine NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine NOT good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, BGE does not have the functionality to do intense physics games or games with scene rotations because its collision system, physics system, and scene graph to a certain extent do not support rotations. BGE could definitely be extended to support this functionality and thus the neat-o 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;Additionally, BGE is not recommended for 3D isometric games (like, say, Super Mario RPG on the Super NES). Again, Buttermilk could conceivably be refactored to acheive this, but it would be very difficult.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Wed, 31 Jan 2007 15:47:23 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070131034723P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=33</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the 2D XNA game &amp;#47; GUI engine that&amp;#39;s being built for the game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes an almost-complete dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes most common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, BGE exposes its innard so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games is the Buttermilk Game Engine NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine NOT good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, BGE does not have the functionality to do intense physics games or games with scene rotations because its collision system, physics system, and scene graph to a certain extent do not support rotations. BGE could definitely be extended to support this functionality and thus the neat-o 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Sat, 27 Jan 2007 14:08:53 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070127020853P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=32</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the game &amp;#47; GUI engine that&amp;#39;s being built for the 2D XNA game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes an almost-complete dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes most common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, BGE exposes its innard so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games are Buttermilk NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine NOT good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, BGE does not have the functionality to do intense physics games or games with scene rotations because its collision system, physics system, and scene graph to a certain extent do not support rotations. BGE could definitely be extended to support this functionality and thus the crazy 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Sat, 27 Jan 2007 14:02:17 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070127020217P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=31</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the game &amp;#47; GUI engine that&amp;#39;s being built for the 2D XNA game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes an almost-complete dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes most common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, BGE exposes its innard so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games are Buttermilk NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games are the Buttermilk Game Engine not good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, BGE does not have the functionality to do crazy physics games or games with scene rotations, etc because its collision system, physics system, and scene graph to a certain extent do not support rotations. BGE could definitely be extended to support this functionality and thus the crazy 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;&lt;li&gt;Bugs, of course!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Sat, 27 Jan 2007 13:52:51 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070127015251P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=30</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the game &amp;#47; GUI engine that&amp;#39;s being built for the 2D XNA game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes an almost-complete dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes most common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, BGE exposes its innard so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, platformers, RPGs, strategy games... Buttermilk is good for so many games, the better question is what games are Buttermilk NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games are the Buttermilk Game Engine not good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, BGE does not have the functionality to do crazy physics games or games with scene rotations, etc because its collision system, physics system, and scene graph to a certain extent do not support rotations. BGE could definitely be extended to support this functionality and thus the crazy 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Sat, 27 Jan 2007 13:51:56 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070127015156P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=29</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the game &amp;#47; GUI engine that&amp;#39;s being built for the 2D XNA game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes an almost-complete dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes most common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, BGE exposes its innard so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, scroller, platformers, RPGs, strategy games... Really, the better question is what games is Buttermilk NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games are the Buttermilk Game Engine not good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, BGE does not have the functionality to do crazy physics games or games with scene rotations, etc because its collision system, physics system, and scene graph to a certain extent do not support rotations. BGE could definitely be extended to support this functionality and thus the crazy 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Sat, 27 Jan 2007 13:50:53 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070127015053P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=28</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the game &amp;#47; GUI engine that&amp;#39;s being built for the 2D XNA game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes an almost-complete dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes most common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, BGE exposes its innard so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, scroller, platformers, RPGs, strategy games... Really, the better question is what games is Buttermilk NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine not good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, BGE does not have the functionality to do crazy physics games or games with scene rotations, etc because its collision system, physics system, and scene graph to a certain extent do not support rotations. BGE could definitely be extended to support this functionality and thus the crazy 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Sat, 27 Jan 2007 13:50:13 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070127015013P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=27</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the game &amp;#47; GUI engine that&amp;#39;s being built for the 2D XNA game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes an almost-complete dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes most common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;This project, once the GUI system is finished and the code is stabilized, will be very handy for your game. Use the 2.5D game engine with the GUI, or use the GUI system in any type of game all by itself.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;What is the Buttermilk GUI Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, BGE exposes its innard so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, scroller, platformers, RPGs, strategy games... Really, the better question is what games is Buttermilk NOT good for.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So then, what 2D games is the Buttermilk Game Engine not good for?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Out of the box, BGE does not have the functionality to do crazy physics games or games with scene rotations, etc because its collision system, physics system, and scene graph to a certain extent do not support rotations. BGE could definitely be extended to support this functionality and thus the crazy 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Sat, 27 Jan 2007 13:48:53 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070127014853P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=26</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the game &amp;#47; GUI engine that&amp;#39;s being built for the 2D XNA game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes an almost-complete dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little too early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has all the neat features for you to get started with!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes most common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;This project, once the GUI system is finished and the code is stabilized, will be very handy for your game. Use the 2.5D game engine with the GUI, or use the GUI system in any type of game all by itself.&lt;br /&gt; &lt;br /&gt;*What is the Buttermilk GUI Engine good for?&lt;br /&gt; &lt;br /&gt;Buttermilk has one of the most advanced and complete GUI systems available for any XNA engine out there. Out of the box, it should support most any GUI system no matter how complex. For those with specific needs, BGE exposes its innard so that you can, with the requisite skill, make all the custom GUI components you need. And on that note, feel free to send them to me for integration into the main release if you so please! :)&lt;br /&gt; &lt;br /&gt;*Now I know what the Buttermilk GUI engine is good for. What 2D games is the Buttermilk GAME Engine good for?&lt;br /&gt; &lt;br /&gt;Almost all games! Shooters, scroller, platformers, RPGs, strategy games... Really, the better question is what games is Buttermilk NOT good for.&lt;br /&gt; &lt;br /&gt;*So then, what 2D games is the Buttermilk Game Engine not good for?&lt;br /&gt; &lt;br /&gt;Out of the box, BGE does not have the functionality to do crazy physics games or games with scene rotations, etc because its collision system, physics system, and scene graph to a certain extent do not support rotations. BGE could definitely be extended to support this functionality and thus the crazy 2D physics games genre, but it would take a non-trivial amount of work.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;Also, some bug testers for the upcoming release would be GREAT! If anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Or, if you would like to post an issue or make a suggestion, the forums and the open bug reporting system at this codeplex page will make it easy!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work.&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Sat, 27 Jan 2007 13:48:20 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070127014820P</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=25</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the game &amp;#47; GUI engine that&amp;#39;s being built for the 2D XNA game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes an almost-complete dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little to early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has some neat features for you to check out.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes many common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your graphics the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;This project, once the GUI system is finished and the code is stabilized, will be very handy for your game. Use the 2.5D game engine with the GUI, or use the GUI system in any type of game all by itself.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work. I'd also like to get some testers on that release, so if anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Fri, 19 Jan 2007 08:31:33 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070119083133A</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=24</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the game &amp;#47; GUI engine that&amp;#39;s being built for the 2D XNA game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes the beginnings of an advanced, dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little to early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has some neat features for you to check out.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes many common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your sprites the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;This project, once the GUI system is finished and the code is stabilized, will be very handy for your game. Use the 2.5D game engine with the GUI, or use the GUI system in any type of game all by itself.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.9 will see everything get polished and all the little gaps in functionality filled in. I was hoping to get this far in 1.7, but it's going to take a lot of work. I'd also like to get some testers on that release, so if anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Wed, 17 Jan 2007 04:48:44 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070117044844A</guid></item><item><title>UPDATED WIKI: Home</title><link>http://www.codeplex.com/buttermilk/Wiki/View.aspx?title=Home&amp;version=23</link><description>&lt;div class="wikidoc"&gt;
Buttermilk is the game &amp;#47; GUI engine that&amp;#39;s being built for the 2D XNA game &amp;#34;Rogue Bishop&amp;#34;. It&amp;#39;s a very easy-to-use 2D game engine which tranparently supports 3D objects in the 2D scene graph. It currently includes the beginnings of an advanced, dynamically-skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D.
&lt;br /&gt; &lt;br /&gt;&lt;b&gt;This Is An Evaluation Version!&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Please note that the current build is an evaluation version only and should not be used in any distributed application. It's still a little to early to be ready for some uses at this time, and its restricted licensing reflect such. When it is ready for prime time, the license will be changed to a far more liberal one. Nonetheless, it already has some neat features for you to check out.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Features&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Sprites which can be dynamically changed from 2D to 3D on the fly&lt;/li&gt;&lt;li&gt;Tile Layers&lt;/li&gt;&lt;li&gt;Tile Maps&lt;/li&gt;&lt;li&gt;Framework for an MVC GUI system which already includes many common components, and a truly dynamic GUI skin system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based collision system&lt;/li&gt;&lt;li&gt;A non-rotational, rectangle-based physics system&lt;/li&gt;&lt;li&gt;Complex animated sprite system using key frames (unstable due to lack of testing)&lt;/li&gt;&lt;li&gt;Complete serialization / deserialization of many key game objects like tile maps, key animated sprites, etc to / from disk (no editors yet though!).&lt;/li&gt;&lt;li&gt;A nice particle system which can use animated 2D or non-animated 3D objects.&lt;/li&gt;&lt;li&gt;Optimized 2D sprite batch rendering system&lt;/li&gt;&lt;li&gt;2D scenegraph which transparently interoperates with 3D models&lt;/li&gt;&lt;li&gt;%100 automated content loading / unloading / reloading system.&lt;/li&gt;&lt;li&gt;Resource management system makes sure you never load the same graphics in memory twice.&lt;/li&gt;&lt;li&gt;Virtual PiXel system automatically keeps your sprites the same size no matter what resolution your game is in, and supports a non-stretched, wide screen mode!&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;This project, once the GUI system is finished and the code is stabilized, will be very handy for your game. Use the 2.5D game engine with the GUI, or use the GUI system in any type of game all by itself.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Current Issues&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Of course, since this project is so new, there are a few issues that have yet to be resolved. They include -&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Problem keeping 3D sprites the exact same size among different resolutions&lt;/li&gt;&lt;li&gt;Some incomplete features here and there&lt;/li&gt;&lt;li&gt;Texture bleeding is not yet resolved (but should be easy to fix)&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;What is needed?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Anyone who can help resolve some of the current issues would be a great asset on this project. None of the problems are very complex, but do require someone who knows what they're doing in the given system to resolve them. So if you can contribute some fixes, feel free to submit them!&lt;br /&gt; &lt;br /&gt;&lt;b&gt;So what's coming up next?&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;Very Very Near Future -&lt;br /&gt; &lt;br /&gt;0.1.7 will see everything get polished and all the little gaps in functionality filled in. I'd also like to get some testers on that release, so if anyone wants to help, contact me at the forums here or at bryanedds@yahoo.com&lt;br /&gt; &lt;br /&gt;Near Future -&lt;br /&gt; &lt;br /&gt;Buttermilk 1.0.0 is coming up soon! Buttermilk 1.0.0 will support shaders on the 3D models. I'm putting them in as of right now! The GUI system should be complete as well. The license will also change to a far looser one as the whole thing gets ready for prime time. There may be a charge for commercially-release games, but no charge for freely released games. I'm thinking GPL with an option for a commercial licence.&lt;br /&gt; &lt;br /&gt;Far Future -&lt;br /&gt; &lt;br /&gt;Once Rogue Bishop is finished, I will write Buttermilk 2.0. In Buttermilk 2.0, I will rewrite the TextureRenderable, ModelRenderable and RenderQueue portion of the code so that SpriteBatch is no longer used. Instead of using Texture2D's, I'll do everything with an totally optimized 3D engine which will completely minimize state changes and maximise performance. These changes will be completely transparent to the user since the same easy-to-use 2D scenegraph will stay in place. This will allow for shaders on 2D objects as well. I will probably also add animation for the 3D models. Also, there will be a tile editor and sprite animation editor written for Buttermilk.&lt;br /&gt; &lt;br /&gt;&lt;b&gt;Have Fun Playing with Buttermilk!&lt;/b&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>bryanedds</author><pubDate>Fri, 12 Jan 2007 21:39:59 GMT</pubDate><guid isPermaLink="false">UPDATED WIKI: Home 20070112093959P</guid></item></channel></rss>