- 31 January 2004 / Build 163 / v1.6b
- Same code as before,
but now the installer includes a couple of MSVC libraries that might come
in handy.
- 06 November 2003 / Build 158 / v1.6
- Barring any bug reports,
I'm calling this version 1.6. The 'motion source' behavior nodes now
support keyboards (up/down or left/right cursor keys) which a few people
have requested. Now you can have critter control without a joystick.
- 22 October 2003 / Build 157 / v1.6 RC3
- I'm sorry about the
last build, it had a major bug. If you have any .jm3 files that cause
Juice to crash when you try to load them, open them with notepad.exe and
look at the end of the first line of text.
It probably ends with
="2""> but it should end with ="2">
The new build fixes the mangle-on-save problem, and if it does
encounter a mangled file it won't crash. It won't give an error message
either, but I'll get to that later.
- 13 October 2003 / Build 156 / v1.6 RC2
- Fixed two bugs, polished a
bit of code, and made a few minor changes to build with Visual Studio .Net 2003.
Any ".jm3" files you might have created with 1.6 betas and release candidates must
be tweaked with a text editor - replace the first line of the file with the
following:
<JuiceFile FileVersion="1" SerializationVersion="2">
Otherwise, they won't open properly with this or any future builds. My bad.
- 16 August 2003 / Build 152 / v1.6 RC1
- Fixed a crash bug in
the new file load/save code. Also fixed minor but very old bugs in the
terrain code and in the 'cage' drawing code. Now the rendered terrain
matches the 'physical' terrain perfectly, and the grid on the floor lines
up perfectly with 1x1x1 cubes.
- 14 August 2003 / Build 150 / v1.6 beta
- Like 147, but more
stable. Fixed some bugs in copy/paste for network behaviors and a couple
other little things. Built a new
critter too.
- 18 June 2003 / Build 147 / v1.6 alpha
- This new build adds a
new file format, in which the model is stored with a different set of
physics constants for each supported physics library. It's not as
stable as I'd like, so save early and save often.
- 24 May 2003 / Build 139
- The iterative solver has been made
deterministic, and the 'cage' is now drawn only in design mode. Both of
these make things like this
a bit easier to create and a bit more enjoyable to watch.
- 24 May 2003 / Build 138
- New build is up, with the iterative
solver and working-but-probably-not-perfect terrain support. The
installation page now has links to both the most recent version and the
most stable version. This one is probably more recent than stable.
:-)
- 22 May 2003
- The installer for build 136 is broken, as is
support for boxes falling on terrain. Please use build
120 until I get those problems taken care of.
- 24 April 2003 / Build 136
- Added support for
David Whittaker's iterative solver for ODE.
The messageboard is offline, and has been for an awfully long time, and
probably will be for another long time, while I figure out what to do
with/about the server it runs on. Apache and I are not getting along
very well.
- 8 Oct 2002
- I just finished setting up a message board
for Juice.
- 26 Sep 2002
- Added a new page with some of the kind things
people have said about Juice.
- 31 Aug 2002 / Build 120 / v1.5
- Added two new behavior node
classes: Limit and Absolute Value. Have a look at the SimpleHex model to
see how they might be useful. SimpleHex is pretty cool, by the way...
check out the movie.
- 28 Aug 2002 / Build 118
- Fixed a major problem in the
previous release. If you were getting error messageboxes with something
about "wglMakeCurrent" and an invalid handle, that's fixed now.
- 14 Aug 2002 / Build 116
- No new features, just a
couple more minor bug fixes. I'm starting to sense a pattern
here: nice weather = not much coding.
- 1 July 2002 / Build 114
- No new features, just a
couple more minor bug fixes.
- 15 June 2002 / Build 113
- No new features, just a
couple of minor bug fixes.
- 16 May 2002 / Build 110
- This build adds shadows on the
terrain, like
this. That's the last item in the 1.5 feature set.
- 16 May 2002 / Build 109 (still beta, but I'm starting to feel
good about it again)
- This fixes a couple of bugs that I
introduced the last time I fixed a couple of bugs.
- 15 May 2002 / Build 108 (beta quality)
- Just some minor
bugfixes and polishing. Try loading the car and driving around on the
terrain... There's a lot of combinations of terrain scaling and gravity
and friction and suspension that make for fun driving.
Also, there's a new page of pictures just
for grins.
- 14 May 2002 / Build 107 (alpha quality)
- I may have
fixed the file-loading problem with this build, but I cannot test it
myself. Since it has always worked on my machine, I need your help... If
you've had trouble loading files with previous builds, please try this one
and let me know if it solves the problem for you.
This build also adds support for terrain. I think it's pretty stable,
but it couldn't hurt to so save early and save often if you're going to
use the terrain feature, just to be sure. There are still some issues
with the terrain support, particularly when it comes to texturing the
terrain, but certain people who shall remain nameless have been
clamoring for this feature, so here it is.
Build 96 is still on the file server just in case. If 107 doesn't work
for you, please try that one and accept my apologies. :-)
- 13 May 2002
- Juice now has its own
mailing list, thanks
to the good people at www.freelists.org. If you're using
Juice, please sign up.
- 7 May 2002
- Some users are reporting that Juice doesn't load
models files at all on their systems. There seems to be some sort of
problem loading the Microsoft SAX stuff. I'm looking into it.
- 6 May 2002 / Build 96
- Bug fixes. One minor, one not so
minor.
- 1 May 2002
- I called Lego to see if they would be interested
in distributing Juice under their own name, but they say they don't accept
ideas from outside the company. Bummer.
Contact me if you are
interested in publishing Juice. Let's make a deal.
- 30 April 2002 / Build 94
- Major bug fix: It took a long time
for me to notice that joint orientation only worked correctly in 90 degree
increments. Strange, that. Now it works correctly for all angles.
- 26 April 2002 / Build 93
- Minor bug fix: the model file now
includes the gravity setting.
- 25 April 2002 / Build 92 / v1.4
- This build adds ball
joints, so now the Segway rider can lean into the turns. I thought
that would take longer than it did. :-)
- 25 April 2002 / Build 91 / v1.3
- It turns out that the
underlying physics library doesn't know how to collide cylinders and
boxes. So, if you want to do monster truck rally simulations (there is a
video of this, check the Movies section), you need to use spherical tires.
So, I added support for spherical solid objects. The new Setup.msi
includes models of a car, a 6-wheeled thing that's fun for driving over
other things, and (get this...) a model of the Segway personal
transporter, which balances itself, steers, and is driven by shifting the
rider's weight forward and backward. All controlled via joystick of
course. It doesn't steer very well at speed, but I think I'll be able to
address that in v1.4.
- 24 April 2002 / Build 90
- I thought this would
take longer than it did... This build adds cylindrical solid objects
(wheels!) and motor nodes that can be made to control velocity (zoom!)
rather than position. So now you can make stuff that rolls as well as
stuff that walks.
- 24 April 2002 / Build 89 / v1.2
- Clipboard support for
network objects is now complete. Clipboard actions throughout the app
have changed slightly to cure some quirks. Pay attention to what's
highlighted before you paste.
- 23 April 2002 / Build 88
- This build adds
partial clipboard support for the behavior network objects, two new node
types, group-selection and group-dragging of nodes. The 'generate'
features are working again, and there are some minor bug fixes. Things
are looking good for stable release around the end of the week. Build 67
is still available in the meantime.
- 19 April 2002 / Build 85
- Bugfixes. I knew I
should have waited a bit longer before making a new release.
- 18 April 2002 / Build 84
- This build adds a new
means of specifying your creature's behavior. See the Network
Behavior help page for more
information. This needs some polishing (the "generate" functions are
temporarily broken), and it probably needs some debugging too, but I
couldn't resist uploading it anyhow. Directed graphs are cool.
The previous build (#67) is still on the download server just in case.
There have also been extensive changes under the hood, so the old .jpm
file format is no longer supported. This will not change. Use Build
67 to update all of your models to the new .jm format before you install
Build 84 or later.
- 22 March 2002
- Created a forum for troubleshooting, feature
requests, idea sharing, and so on. [Note: the old forum is gone, long
live the new
forum.]
- 23 February 2002 / Build 67 / v1.1
- I noticed that the ERP
and CFM physics parameters were not getting reset when new models are
loaded, nor was the 'speed' slider being set to reflect the speed of the
newly loaded model. That's all fixed in this build. This build also uses
a slightly different file format and a ".jm" extension, so the old ".jpm"
files will need to be opened via the "File | Import" menu item.
- 11 February 2002 / Build 65 / v1.0
- This build adds 'feedback'
as a motion source. You can now give your creatures a sense of balance.
Also fixed a bug with joint stops. All of the features I wanted to ship
are now implemented, and the significant bugs are very few and very far
between. There's still a bit of polishing to do, but that's about
it.
- 31 January 2002 / Build 63 / v0.9.2
- This build adds "generate
manypede." I can't have more than 4 segments before the simulation slows
to less than real time on my development box (1.4ghz Athlon, GeForce 3).
I was kinda hoping to create centipedes and millipedes, but I s'pose that
will have to wait until quantum computing technology reaches the
desktop.
c o n t a c t m e
@ w h a t e v e r . n e t
Last updated Apr 1
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