<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>elephant Work Item Rss Feed</title><link>http://www.codeplex.com/elephant/WorkItem/List.aspx</link><description>elephant Work Item Rss Description</description><item><title>CREATED ISSUE: Add feature to allow parameters in dependencies</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1307</link><description>Components that are specified as dependencies must implement an empty constructor, and thus removing the possibility to pass parameters to a dependency upon construction.&lt;br /&gt;&lt;br /&gt;This is currently due to limitations on attributes used on classes&amp;#59; you can&amp;#39;t pass most stuff. Primitive datatypes are accepted, but stuff like Vector3.Zero is not.&lt;br/&gt;</description><author>shrt</author><pubDate>Fri, 07 Sep 2007 11:43:35 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: Add feature to allow parameters in dependencies 20070907114335A</guid></item><item><title>CLOSED TASK: Add material component</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=925</link><description>The material component should, at its core, just be storing an Effect &amp;#40;shader&amp;#41;. This might seem like a waste, but would provide a way of encapsulating certain shader specific code away into a component.&lt;br /&gt;&lt;br /&gt;This is just an idea, and might not work&amp;#47;be useful in practice.&lt;br/&gt;Comments: Component available from 1.2.1 and later.</description><author>shrt</author><pubDate>Thu, 30 Aug 2007 09:27:00 GMT</pubDate><guid isPermaLink="false">CLOSED TASK: Add material component 20070830092700A</guid></item><item><title>CLOSED TASK: Add factory method to create entity from (xml) template</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1017</link><description>Ability to compose entities from an editable file would ease editing of entities&amp;#47;components without changing any code, and thus make the system even more data-driven.&lt;br/&gt;Comments: Feature will be available from 1.2.1 and later. \o/</description><author>shrt</author><pubDate>Thu, 30 Aug 2007 09:23:13 GMT</pubDate><guid isPermaLink="false">CLOSED TASK: Add factory method to create entity from (xml) template 20070830092313A</guid></item><item><title>COMMENTED TASK: Add factory method to create entity from (xml) template</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1017</link><description>Ability to compose entities from an editable file would ease editing of entities&amp;#47;components without changing any code, and thus make the system even more data-driven.&lt;br/&gt;Comments: ** Comment from web user: shrt ** &lt;p&gt;Update&amp;#58; current solution works perfectly fine, as long as no structs are involved - which is not good enough.&lt;/p&gt;</description><author>shrt</author><pubDate>Wed, 29 Aug 2007 11:38:41 GMT</pubDate><guid isPermaLink="false">COMMENTED TASK: Add factory method to create entity from (xml) template 20070829113841A</guid></item><item><title>CLOSED ISSUE: EntityComponent.Start() is never called in certain scenarios</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1087</link><description>EntityComponent.Start&amp;#40;&amp;#41; is never called if component is added to an Entity after entity construction or after game initialization.&lt;br/&gt;Comments: Fixed as of 1.2.1 or later.</description><author>shrt</author><pubDate>Wed, 29 Aug 2007 11:27:30 GMT</pubDate><guid isPermaLink="false">CLOSED ISSUE: EntityComponent.Start() is never called in certain scenarios 20070829112730A</guid></item><item><title>CREATED ISSUE: EntityComponent.Start() is never called when component is added</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1087</link><description>EntityComponent.Start&amp;#40;&amp;#41; is never called if component is added to an Entity after entity construction or after game initialization.&lt;br/&gt;</description><author>shrt</author><pubDate>Tue, 28 Aug 2007 19:10:16 GMT</pubDate><guid isPermaLink="false">CREATED ISSUE: EntityComponent.Start() is never called when component is added 20070828071016P</guid></item><item><title>COMMENTED TASK: Add factory method to create entity from (xml) template</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1017</link><description>Ability to compose entities from an editable file would ease editing of entities&amp;#47;components without changing any code, and thus make the system even more data-driven.&lt;br/&gt;Comments: ** Comment from web user: shrt ** &lt;p&gt;Damn Field&amp;#47;PropertyInfo.SetValue on value types..&lt;/p&gt;</description><author>shrt</author><pubDate>Mon, 27 Aug 2007 11:30:47 GMT</pubDate><guid isPermaLink="false">COMMENTED TASK: Add factory method to create entity from (xml) template 20070827113047A</guid></item><item><title>CREATED TASK: Add factory method to create entity from (xml) template</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=1017</link><description>Ability to compose entities from an editable file would ease editing of entities&amp;#47;components without changing any code, and thus make the system even more data-driven.&lt;br/&gt;</description><author>shrt</author><pubDate>Sun, 26 Aug 2007 11:28:41 GMT</pubDate><guid isPermaLink="false">CREATED TASK: Add factory method to create entity from (xml) template 20070826112841A</guid></item><item><title>CREATED FEATURE: Physics, AI, Networking, etc... support</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=981</link><description>Hi, &lt;br /&gt; &lt;br /&gt;You think about integrate a new service, like a rigid body, AI&amp;#63; You will use another framework like a http&amp;#58;&amp;#47;&amp;#47;www.codeplex.com&amp;#47;xnadevru to physics and http&amp;#58;&amp;#47;&amp;#47;www.codeplex.com&amp;#47;animationcomponents to animation using shader&amp;#63; Or you don&amp;#39;t make anything  about this&amp;#63;&lt;br /&gt; &lt;br /&gt;why you don&amp;#39;t crete a service basic interface inside of core engine like Elephant.Core.Services.IService&lt;br /&gt;Elephant.Core.Services.IInputService&lt;br /&gt;Elephant.Core.Services.IPhysicsService&lt;br /&gt; &lt;br /&gt;All interfaces must implements basic IService interface, to allow inicialization like a plugins. You wolud put each service in a separated project.&lt;br /&gt; &lt;br /&gt; &lt;br /&gt;Sorry my poor english.&lt;br/&gt;</description><author>shrt</author><pubDate>Thu, 23 Aug 2007 11:31:24 GMT</pubDate><guid isPermaLink="false">CREATED FEATURE: Physics, AI, Networking, etc... support 20070823113124A</guid></item><item><title>CREATED TASK: Add material component</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=925</link><description>The material component should, at its core, just be storing an Effect &amp;#40;shader&amp;#41;. This might seem like a waste, but would provide a way of encapsulating certain shader specific code away into a component.&lt;br /&gt;&lt;br /&gt;This is just an idea, and might not work&amp;#47;be useful in practice.&lt;br/&gt;</description><author>shrt</author><pubDate>Sun, 19 Aug 2007 20:55:49 GMT</pubDate><guid isPermaLink="false">CREATED TASK: Add material component 20070819085549P</guid></item><item><title>CREATED TASK: Add camera managing system</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=924</link><description>As of now, the Utility namespace provides no help with managing cameras, which is fine to some extent. But, having access to a system that automatically handles&amp;#47;manages cameras would be a great help, especially when a game has multiple cameras. This system would basically just be toggling cameras&amp;#39; enabled&amp;#47;visible states - only one camera can be active at any given time &amp;#40;not taking multiple viewports&amp;#47;rendertargets into account&amp;#41;.&lt;br/&gt;</description><author>shrt</author><pubDate>Sun, 19 Aug 2007 20:51:22 GMT</pubDate><guid isPermaLink="false">CREATED TASK: Add camera managing system 20070819085122P</guid></item><item><title>CREATED TASK: Clean up removal code</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=887</link><description>The removal code in collections&amp;#47;managers are somewhat spaghetti-ish, and could use some proper cleaning to enhance readability and logic.&lt;br/&gt;</description><author>shrt</author><pubDate>Sun, 19 Aug 2007 12:20:10 GMT</pubDate><guid isPermaLink="false">CREATED TASK: Clean up removal code 20070819122010P</guid></item><item><title>CREATED TASK: Add ability to distinguish local from absolute position when using parenting</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=882</link><description>When parenting entities that contains a Transform component, the Transform.Position property will always represent the position relative to the parent entity, and the only way to get its absolute position is through Transform.World.Translation, which is not as intuitive as it could be.&lt;br/&gt;</description><author>shrt</author><pubDate>Sat, 18 Aug 2007 18:53:35 GMT</pubDate><guid isPermaLink="false">CREATED TASK: Add ability to distinguish local from absolute position when using parenting 20070818065335P</guid></item><item><title>CREATED TASK: Add serialization</title><link>http://www.codeplex.com/elephant/WorkItem/View.aspx?WorkItemId=880</link><description>Implementing serialization would allow for storing scenes in xml, or a binary format thus increasing the frameworks&amp;#39; data-driven capabilities.&lt;br/&gt;</description><author>shrt</author><pubDate>Sat, 18 Aug 2007 15:33:46 GMT</pubDate><guid isPermaLink="false">CREATED TASK: Add serialization 20070818033346P</guid></item></channel></rss>