The code is open for all to see, and if you absolutely don't want to share info to us you can toggle it off in the options. Your privacy is important to us, and we don't collect personally identifiable information (actually, we don't want it either). Note that we collect anonymous statistics from your client if you choose to log in, such as what version of the game you are running, which OS you are using and graphics capabilities of your hardware. Obviously the use of this feature will be expanded later when we have online multiplayer support and other things finalized. You can now log in immediately to our stkaddons server which will enable you to vote on addons, see whether friends are online and view their achievements. The following image is of the new screen for when you start STK 0.8.2 for the first time. Now the karts are being cushioned from impact so there should be less issues with the chassis hitting the road, and karts adhere better to the road. Physics has been improved again, specifically in landing after jumps. Some performance improvements have been made for example we discovered a certain OpenAL call were slowing things down so we have minimized its usage and also moved sound to its own thread. The main configuration files now have their own sub-folder, so this means that in the future you can have several STK versions running simultaneously without getting issues where one version of the game overwrites another's configuration. In miscellaneous changes, there's been way too many to list them all, but I'll mention a few very quickly. ![]() Our artist samuncle has been hard at work indeed check out the improved versions of Adiumy, Sara and Xue, in the tracks Cocoa Temple and Gran Paradiso Island. You can watch the video at and download the "kart" here. The following video is an engine demo made by our resident artist samuncle. There have been many improvements to the new 3D engine we're using (less and less based on Irrlicht, and more and more custom), and while an image speaks a thousand words, a thousand images in the form of a video ought to be a whole essay. We still have about 100 open issues to either solve or postpone, so there's (more than) enough to do for everybody, and if you would like to try your hand at helping us we welcome you, especially if you have some programming or 3D modelling experience. So you should have something to download in December whether the final release will happen then or January is still left to circumstance (bugs, first and foremost). 0.9 is still quite far off, so we decided to try making a 0.8.2 release as soon as possible, hopefully a beta/release candidate within the year. To begin with it's probably best to answer the question of when the next release is coming. Bad excuse, and I will try to get back to a more regular schedule, so this post will try to catch up to what's happened the last couple months. *snort* *huff* oh, there you are! Sorry for the long hibernation in blog posts, but I became a bit too used to having GSoC students writing all of them. I've added a tiny example (which is way more fun when you actually play it), for everyone to get a taste of what scripting will bring! Feel free to pull the ScriptEngine branch at for even more fun examples! You can find the scripts under stk-code/data/scripts. I'm still hoping to do quite a bit of work post-GSoC on things like the weather, object behaviors and perhaps some unit testing as well. The API is pretty comprehensive at this point (You can find the API documentation at ), and I intend to broaden it further to allow more fun stuff to happen during races. In addition some miscellaneous classes have also been bound ( For example 3-D vectors ), to make life easier for anyone writing scripts. ![]() I've also added several different ways of triggering scripts, from action-triggers (Think bubbles that pop and run a script when you enter it) to collisions (between karts, items and track-objects). Right now, most of the different track elements you see like animations, static objects have had various properties exposed to the API. Most of my work went into refactoring existing code so as to expose that functionality to the API. With this in mind, I chose AngelScript as the language, due to a variety of reasons, chief among them the fact that it had good synergy with our existing code. ![]() The first part of my project was to come up with a good language and an intuitive and user-friendly scripting API.
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