AxisEngine v0.0.47

Version: 0.0.47
Status: Stable
Released: 2026-09-25
License: None
Downloads
Source-Code

This is closed-source software licensed as None. You can browse the releases for details associated with specific versions.

Release Notes

Full Changelog: https://github.com/NTDLS/AxisEngine/compare/0.0.46...0.0.47

Axis Engine 0.0.47

Highlights

  • New game flow. Pick a pilot, then a ship, then weapons. Any pilot can fly any ship. The game starts in the Starting Situation set in Game Rules.
  • Sectors. Sectors are split into quadrants, with scripted random encounters, objectives, enemy bases (Garrisons) and an in-game map.
  • New HUD. A graphical HUD replaces the text HUD: ship status bars, a weapons panel, a reskinned radar, announcements, and sector/quadrant status.
  • Visual effects. Post-processing (bloom, shockwave/gravity-well distortion, chromatic aberration, color grading, vignette), a procedural nebula backdrop, lightning, camera shake and ships shattering into pieces.
  • Rendering overhaul. Direct3D 11 flip-model swap chain with frame pacing and tearing support. The world is drawn through a camera transform instead of an oversized offscreen canvas. PerMonitorV2 DPI.

Gameplay

New game and pilots

  • New game setup: pilot → ship → weapons (by slot and weapon type), then start.
  • Game Rules sets the Starting Situation (default: Sector Run).
  • Framework for pilot actives and passives:
    • Energy uses renewable resources.
    • Actives can be Press, Hold or Toggle.
    • Stat modifiers are tracked by source.
  • Pilot and Loadout asset types, with templates.
  • Debug situation picker with prepackaged loadouts.
  • Game over prompt when the player dies, with retry or return to the main menu. The player now dies when hull reaches zero.

Sectors and encounters

  • Sectors (AeSector) made of quadrants, each with a cleared/uncleared status.
  • Scriptable encounters: spawn enemies, mark objectives, follow-up actions.
  • Enemy bases (Garrisons) and per-quadrant objectives.
  • In-game map showing quadrants, bases and objectives.
  • New Sector 1 sector.

Enemies and AI

  • Rebuilt AI:
    • Intercept and lead-point calculations and evasive maneuvers.
    • AILogisticsAcePursuit and AILogisticsGuard (guards a moving anchor sprite).
    • AIBossPhases switches AI controller as the hull is damaged.
    • Swarm AI with dynamic spacing and individual movement.
    • Enemy wings spawn in formation.
  • Heavy Transport: its back opens and releases a swarm. Destroy it before it reaches its destination (Transport Intercept situation).
  • The Driller enemy (Drillers situation).
  • AI and weapons now check IsReadyToFire the same way.
  • Fixed the rotation direction of locking and seeking munitions.
  • Fixed enemies not appearing in Debugging Starbase and Phoenix Ambush.

Weapons and effects

  • Beam weapons.
  • Procedural explosions with configurable styles.
  • Explosion and power-up asset templates.
  • Damage and explosions read munition metadata directly.
  • Camera shake.
  • Sprites shatter into fragments when destroyed.

Situations and levels

  • Sector Run: the default starting situation.
  • Transport Intercept, Drillers.
  • Swarm Stress: escalating waves of swarms, for load testing.
  • Effects Gallery: shows off every visual effect.
  • Weapon Gallery and Explosion Gallery: debugging levels.
  • Levels can configure a nebula backdrop.

Rendering and visuals

  • Direct3D 11 + DXGI flip-discard swap chain:
    • Waitable-object frame pacing with a maximum frame latency of 1.
    • Tearing (AllowTearing) when vsync is off.
    • Falls back to a window render target if the swap chain can't be created.
  • New high-resolution frame limiter (AeFrameLimiter).
  • Camera transform replaces the 4800×2700 intermediate canvas. Transforms now combine with the current transform.
  • Direct2D effects pipeline (Ae.Engine.Effects):
    • Displacement-map distortion (shockwaves, gravity wells). It mirrors the screen edges so black never shows.
    • Gaussian-blur bloom, color matrix and saturation grading, chromatic aberration, vignette.
    • Turbulence nebula drawn with a wrapping brush (no seams), faint by default.
    • Lightning.
  • The skybox sprite system and its assets were removed; the nebula replaces them.
  • Rewritten star field: consistent density and frame-rate-independent parallax.
  • Camera and zoom system reworked, with smoother zoom while boosting and support for cinematic camera moves.
  • Full-screen loading screen with an animated progress bar and fade-out.
  • Full-screen no longer uses TopMost. The mouse cursor is hidden in full screen while the game has focus.
  • PerMonitorV2 high-DPI mode.
  • One themed look for all menus.
  • New list + detail menu layout with scrolling lists, used by the situation picker and the loadout selection.
  • Ship selection layout fixed (ships were clipping off the screen).
  • In-game confirmation prompts replace message boxes, including the quit prompt.
  • Modal menus that work while the game is paused.
  • Escape-to-go-back no longer opens the quit prompt, and Enter no longer passes through a closing prompt to the menu underneath.
  • New HUD (AeHud), drawn in screen space, with a reskinned radar.
  • Configurable key bindings saved in settings, gamepad input, and key hints shown in the UI.

Engine foundations

  • AeMath and AeVector rewritten as immutable structs. All call sites updated.
  • Collision geometry rewritten on AeVector with ulong keys.
  • Angles are signed, with unsigned wrapping for display. Rotation speeds are in degrees per second (radians internally).
  • Fixed AeRenewableResources renewal rate to be per second.
  • Fixed AeFrameCounter to average frame times instead of rates.
  • Audio:
    • Metadata-driven.
    • Decoded samples are shared and voices are pooled.
    • Sound asset keys fixed.
  • Game Rules:
    • Advanced settings and overdraw scale moved from the settings dialog into the Game Rules asset.
    • Every rule is required: a missing rule throws MissingGameRuleException.
    • YieldRemainingFrameTime removed.
  • AeGlobalClass for global code assets. AeSharedClass types are no longer cached.
  • New imports available to asset scripts: Ae.Engine.Metadata, Ae.Engine.Sector, Ae.Engine.Effects.

Tools

  • Asset Explorer:
    • Dark mode.
    • Asset templates for creating new assets.
    • Natural sorting in the tree: folders first, numbers in order.
  • Image processing switched to ImageMagick.