<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>Balder Release Rss Feed</title><link>http://www.codeplex.com/Balder/Release/ProjectReleases.aspx</link><description>Balder Release Rss Description</description><item><title>Updated Release: Balder - SL5 (Apr 13, 2011)</title><link>http://balder.codeplex.com/releases/view/64386</link><description>&lt;div class="wikidoc"&gt;Balder Silverlight 5 release&lt;br /&gt;&lt;br /&gt;Close to parity with the SL3/4 features.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>adept</author><pubDate>Wed, 13 Apr 2011 17:45:32 GMT</pubDate><guid isPermaLink="false">Updated Release: Balder - SL5 (Apr 13, 2011) 20110413054532P</guid></item><item><title>Released: Balder - SL5 (Apr 13, 2011)</title><link>http://balder.codeplex.com/releases/view/64386</link><description>
&lt;div class="wikidoc"&gt;Balder Silverlight 5 release&lt;br&gt;
&lt;br&gt;
Close to parity with the SL3/4 features.&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
</description><author></author><pubDate>Wed, 13 Apr 2011 17:45:32 GMT</pubDate><guid isPermaLink="false">Released: Balder - SL5 (Apr 13, 2011) 20110413054532P</guid></item><item><title>Updated Release: 0.8.8.9 (Oct 07, 2010)</title><link>http://balder.codeplex.com/releases/view/53579</link><description>&lt;div class="wikidoc"&gt;&lt;ul&gt;&lt;li&gt;Perspective corrected texture mapping&lt;/li&gt;
&lt;li&gt;perspective corrected Z buffering&lt;/li&gt;
&lt;li&gt;Dual texture support with mixing&lt;/li&gt;
&lt;li&gt;Enhanced material support&lt;/li&gt;
&lt;li&gt;Shaded textures, flat + gouraud&lt;/li&gt;
&lt;li&gt;Rewritten lighting code for rendering&lt;/li&gt;
&lt;li&gt;New skybox, utilizing perspective projection in Silverlight&lt;/li&gt;
&lt;li&gt;Bilinear filtering&lt;/li&gt;
&lt;li&gt;Performance enhancements&lt;/li&gt;
&lt;li&gt;Subpixel rendering&lt;/li&gt;
&lt;li&gt;Multiple games in one page&lt;/li&gt;
&lt;li&gt;Clearer exceptions&lt;/li&gt;
&lt;li&gt;InstancingNodes - faster bindable solution&lt;/li&gt;
&lt;li&gt;Extensible FileLoader support - one can load from anywhere&lt;/li&gt;
&lt;li&gt;ChamferBox primitive type&lt;/li&gt;
&lt;li&gt;Vertex coloring support - reads vertex colors from ASE files&lt;/li&gt;
&lt;li&gt;Multi/Sub material rewritten - faces no longer has Material, but a Id reference instead&lt;/li&gt;
&lt;li&gt;Wireframe support for Materials&lt;/li&gt;
&lt;li&gt;Statistics added&lt;/li&gt;
&lt;li&gt;Shine + ShineStrength for materials added&lt;/li&gt;
&lt;li&gt;Color manipulation optimized, using integers&lt;/li&gt;
&lt;li&gt;Smoothing group fix for primitives Cylinder and Ring&lt;/li&gt;
&lt;li&gt;Optimized heightmap &lt;/li&gt;
&lt;li&gt;CLUT system removed - too slow&lt;/li&gt;
&lt;li&gt;Frustum clipping of objects&lt;/li&gt;
&lt;li&gt;Matrix optimized - going for the solution most use, public fields instead of array as before&lt;/li&gt;
&lt;li&gt;Started implementation of MipMap levels for textures&lt;/li&gt;
&lt;li&gt;Rewritten texture system - introducing the concept of map&lt;/li&gt;
&lt;li&gt;More details on ManipulationEvents&lt;/li&gt;
&lt;li&gt;Optimizations for Windows Phone 7&lt;/li&gt;
&lt;li&gt;Added more unit tests&lt;/li&gt;
&lt;li&gt;Optimized mouse intersection with objects&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>adept</author><pubDate>Sat, 01 Jan 2011 15:48:28 GMT</pubDate><guid isPermaLink="false">Updated Release: 0.8.8.9 (Oct 07, 2010) 20110101034828P</guid></item><item><title>Released: 0.8.8.9 (Oct 07, 2010)</title><link>http://balder.codeplex.com/releases/view/53579</link><description>
&lt;div class="wikidoc"&gt;
&lt;ul&gt;
&lt;li&gt;Perspective corrected texture mapping &lt;/li&gt;&lt;li&gt;perspective corrected Z buffering &lt;/li&gt;&lt;li&gt;Dual texture support with mixing &lt;/li&gt;&lt;li&gt;Enhanced material support &lt;/li&gt;&lt;li&gt;Shaded textures, flat &amp;#43; gouraud &lt;/li&gt;&lt;li&gt;Rewritten lighting code for rendering &lt;/li&gt;&lt;li&gt;New skybox, utilizing perspective projection in Silverlight &lt;/li&gt;&lt;li&gt;Bilinear filtering &lt;/li&gt;&lt;li&gt;Performance enhancements &lt;/li&gt;&lt;li&gt;Subpixel rendering &lt;/li&gt;&lt;li&gt;Multiple games in one page &lt;/li&gt;&lt;li&gt;Clearer exceptions &lt;/li&gt;&lt;li&gt;InstancingNodes - faster bindable solution &lt;/li&gt;&lt;li&gt;Extensible FileLoader support - one can load from anywhere &lt;/li&gt;&lt;li&gt;ChamferBox primitive type &lt;/li&gt;&lt;li&gt;Vertex coloring support - reads vertex colors from ASE files &lt;/li&gt;&lt;li&gt;Multi/Sub material rewritten - faces no longer has Material, but a Id reference instead
&lt;/li&gt;&lt;li&gt;Wireframe support for Materials &lt;/li&gt;&lt;li&gt;Statistics added &lt;/li&gt;&lt;li&gt;Shine &amp;#43; ShineStrength for materials added &lt;/li&gt;&lt;li&gt;Color manipulation optimized, using integers &lt;/li&gt;&lt;li&gt;Smoothing group fix for primitives Cylinder and Ring &lt;/li&gt;&lt;li&gt;Optimized heightmap &lt;/li&gt;&lt;li&gt;CLUT system removed - too slow &lt;/li&gt;&lt;li&gt;Frustum clipping of objects &lt;/li&gt;&lt;li&gt;Matrix optimized - going for the solution most use, public fields instead of array as before
&lt;/li&gt;&lt;li&gt;Started implementation of MipMap levels for textures &lt;/li&gt;&lt;li&gt;Rewritten texture system - introducing the concept of map &lt;/li&gt;&lt;li&gt;More details on ManipulationEvents &lt;/li&gt;&lt;li&gt;Optimizations for Windows Phone 7 &lt;/li&gt;&lt;li&gt;Added more unit tests &lt;/li&gt;&lt;li&gt;Optimized mouse intersection with objects&lt;/li&gt;&lt;/ul&gt;
&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
</description><author></author><pubDate>Sat, 01 Jan 2011 15:48:28 GMT</pubDate><guid isPermaLink="false">Released: 0.8.8.9 (Oct 07, 2010) 20110101034828P</guid></item><item><title>Created Release: 0.8.8.9 (Oct 07, 2010)</title><link>http://balder.codeplex.com/releases?ReleaseId=53579</link><description>&lt;div class="wikidoc"&gt;&lt;ul&gt;&lt;li&gt;Perspective corrected texture mapping&lt;/li&gt;
&lt;li&gt;perspective corrected Z buffering&lt;/li&gt;
&lt;li&gt;Dual texture support with mixing&lt;/li&gt;
&lt;li&gt;Enhanced material support&lt;/li&gt;
&lt;li&gt;Shaded textures, flat + gouraud&lt;/li&gt;
&lt;li&gt;Rewritten lighting code for rendering&lt;/li&gt;
&lt;li&gt;New skybox, utilizing perspective projection in Silverlight&lt;/li&gt;
&lt;li&gt;Bilinear filtering&lt;/li&gt;
&lt;li&gt;Performance enhancements&lt;/li&gt;
&lt;li&gt;Subpixel rendering&lt;/li&gt;
&lt;li&gt;Multiple games in one page&lt;/li&gt;
&lt;li&gt;Clearer exceptions&lt;/li&gt;
&lt;li&gt;InstancingNodes - faster bindable solution&lt;/li&gt;
&lt;li&gt;Extensible FileLoader support - one can load from anywhere&lt;/li&gt;
&lt;li&gt;ChamferBox primitive type&lt;/li&gt;
&lt;li&gt;Vertex coloring support - reads vertex colors from ASE files&lt;/li&gt;
&lt;li&gt;Multi/Sub material rewritten - faces no longer has Material, but a Id reference instead&lt;/li&gt;
&lt;li&gt;Wireframe support for Materials&lt;/li&gt;
&lt;li&gt;Statistics added&lt;/li&gt;
&lt;li&gt;Shine + ShineStrength for materials added&lt;/li&gt;
&lt;li&gt;Color manipulation optimized, using integers&lt;/li&gt;
&lt;li&gt;Smoothing group fix for primitives Cylinder and Ring&lt;/li&gt;
&lt;li&gt;Optimized heightmap &lt;/li&gt;
&lt;li&gt;CLUT system removed - too slow&lt;/li&gt;
&lt;li&gt;Frustum clipping of objects&lt;/li&gt;
&lt;li&gt;Matrix optimized - going for the solution most use, public fields instead of array as before&lt;/li&gt;
&lt;li&gt;Started implementation of MipMap levels for textures&lt;/li&gt;
&lt;li&gt;Rewritten texture system - introducing the concept of map&lt;/li&gt;
&lt;li&gt;More details on ManipulationEvents&lt;/li&gt;
&lt;li&gt;Optimizations for Windows Phone 7&lt;/li&gt;
&lt;li&gt;Added more unit tests&lt;/li&gt;
&lt;li&gt;Optimized mouse intersection with objects&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>adept</author><pubDate>Thu, 07 Oct 2010 18:38:23 GMT</pubDate><guid isPermaLink="false">Created Release: 0.8.8.9 (Oct 07, 2010) 20101007063823P</guid></item><item><title>Released: 0.8.8.9 (Oct 07, 2010)</title><link>http://balder.codeplex.com/releases/view/53579</link><description>&lt;div class=wikidoc&gt;&lt;ul&gt;&lt;li&gt;Perspective corrected texture mapping&lt;/li&gt;
&lt;li&gt;perspective corrected Z buffering&lt;/li&gt;
&lt;li&gt;Dual texture support with mixing&lt;/li&gt;
&lt;li&gt;Enhanced material support&lt;/li&gt;
&lt;li&gt;Shaded textures, flat + gouraud&lt;/li&gt;
&lt;li&gt;Rewritten lighting code for rendering&lt;/li&gt;
&lt;li&gt;New skybox, utilizing perspective projection in Silverlight&lt;/li&gt;
&lt;li&gt;Bilinear filtering&lt;/li&gt;
&lt;li&gt;Performance enhancements&lt;/li&gt;
&lt;li&gt;Subpixel rendering&lt;/li&gt;
&lt;li&gt;Multiple games in one page&lt;/li&gt;
&lt;li&gt;Clearer exceptions&lt;/li&gt;
&lt;li&gt;InstancingNodes - faster bindable solution&lt;/li&gt;
&lt;li&gt;Extensible FileLoader support - one can load from anywhere&lt;/li&gt;
&lt;li&gt;ChamferBox primitive type&lt;/li&gt;
&lt;li&gt;Vertex coloring support - reads vertex colors from ASE files&lt;/li&gt;
&lt;li&gt;Multi/Sub material rewritten - faces no longer has Material, but a Id reference instead&lt;/li&gt;
&lt;li&gt;Wireframe support for Materials&lt;/li&gt;
&lt;li&gt;Statistics added&lt;/li&gt;
&lt;li&gt;Shine + ShineStrength for materials added&lt;/li&gt;
&lt;li&gt;Color manipulation optimized, using integers&lt;/li&gt;
&lt;li&gt;Smoothing group fix for primitives Cylinder and Ring&lt;/li&gt;
&lt;li&gt;Optimized heightmap &lt;/li&gt;
&lt;li&gt;CLUT system removed - too slow&lt;/li&gt;
&lt;li&gt;Frustum clipping of objects&lt;/li&gt;
&lt;li&gt;Matrix optimized - going for the solution most use, public fields instead of array as before&lt;/li&gt;
&lt;li&gt;Started implementation of MipMap levels for textures&lt;/li&gt;
&lt;li&gt;Rewritten texture system - introducing the concept of map&lt;/li&gt;
&lt;li&gt;More details on ManipulationEvents&lt;/li&gt;
&lt;li&gt;Optimizations for Windows Phone 7&lt;/li&gt;
&lt;li&gt;Added more unit tests&lt;/li&gt;
&lt;li&gt;Optimized mouse intersection with objects&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;</description><author></author><pubDate>Thu, 07 Oct 2010 18:38:23 GMT</pubDate><guid isPermaLink="false">Released: 0.8.8.9 (Oct 07, 2010) 20101007063823P</guid></item><item><title>Updated Release: 0.8.8.8 (Jul 26, 2010)</title><link>http://balder.codeplex.com/releases/view/49650</link><description>&lt;div class="wikidoc"&gt;&lt;ul&gt;&lt;li&gt;Major breaking changes in namespace : Balder.Core.* is now Balder.*, Balder.Silverlight.Animation is now Balder.Animation.&lt;/li&gt;
&lt;li&gt;Brought everything down from 2 DLLs to 1 DLL - Balder.dll, it contains everything&lt;/li&gt;
&lt;li&gt;Swapped to the latest version of NInject - internally a lot of changes had to be done&lt;/li&gt;
&lt;li&gt;Introducing Windows Phone 7 support in WP7 Silverlight Application with Hardware Accelarated graphics&lt;/li&gt;
&lt;li&gt;Skybox support - property on Game and Viewport&lt;/li&gt;
&lt;li&gt;Started working on iOS (iPhone/iPad) version&lt;/li&gt;
&lt;li&gt;Started working on Xna version&lt;/li&gt;
&lt;li&gt;Started working on Desktop version&lt;/li&gt;
&lt;li&gt;One step closer to desig-time support, not quite there yet - hang in there&lt;/li&gt;
&lt;li&gt;Shading support for textured models (both flat and gourd)&lt;/li&gt;
&lt;li&gt;Lighting has been fixed a lot for OmniLight - takes into account the light color and the material information, still some work ahead on this subject though.&lt;/li&gt;
&lt;li&gt;Some bug fixes in ASE loader + tests&lt;/li&gt;
&lt;li&gt;Cleaned up some samples in SampleBrowser&lt;/li&gt;
&lt;li&gt;Introduced IMap interface for Maps instead of tying everything to Image for DiffuseMap and ReflectionMap on Material. One can now implement any map types - but dimensions must be power of 2.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>adept</author><pubDate>Mon, 26 Jul 2010 21:17:25 GMT</pubDate><guid isPermaLink="false">Updated Release: 0.8.8.8 (Jul 26, 2010) 20100726091725P</guid></item><item><title>Released: 0.8.8.8 (Jul 26, 2010)</title><link>http://balder.codeplex.com/releases/view/49650</link><description>&lt;div&gt;&lt;ul&gt;&lt;li&gt;Major breaking changes in namespace : Balder.Core.* is now Balder.*, Balder.Silverlight.Animation is now Balder.Animation.&lt;/li&gt;
&lt;li&gt;Brought everything down from 2 DLLs to 1 DLL - Balder.dll, it contains everything&lt;/li&gt;
&lt;li&gt;Swapped to the latest version of NInject - internally a lot of changes had to be done&lt;/li&gt;
&lt;li&gt;Introducing Windows Phone 7 support in WP7 Silverlight Application with Hardware Accelarated graphics&lt;/li&gt;
&lt;li&gt;Skybox support - property on Game and Viewport&lt;/li&gt;
&lt;li&gt;Started working on iOS (iPhone/iPad) version&lt;/li&gt;
&lt;li&gt;Started working on Xna version&lt;/li&gt;
&lt;li&gt;Started working on Desktop version&lt;/li&gt;
&lt;li&gt;One step closer to desig-time support, not quite there yet - hang in there&lt;/li&gt;
&lt;li&gt;Shading support for textured models (both flat and gourd)&lt;/li&gt;
&lt;li&gt;Lighting has been fixed a lot for OmniLight - takes into account the light color and the material information, still some work ahead on this subject though.&lt;/li&gt;
&lt;li&gt;Some bug fixes in ASE loader + tests&lt;/li&gt;
&lt;li&gt;Cleaned up some samples in SampleBrowser&lt;/li&gt;
&lt;li&gt;Introduced IMap interface for Maps instead of tying everything to Image for DiffuseMap and ReflectionMap on Material. One can now implement any map types - but dimensions must be power of 2.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;</description><author></author><pubDate>Mon, 26 Jul 2010 21:17:25 GMT</pubDate><guid isPermaLink="false">Released: 0.8.8.8 (Jul 26, 2010) 20100726091725P</guid></item><item><title>Updated Release: 0.8.8.7 (Jul 08, 2010)</title><link>http://balder.codeplex.com/releases/view/48503</link><description>&lt;div class="wikidoc"&gt;The new version represents a quantum leap in some areas for the engine. &lt;br /&gt;Especially around performance and featureset. Its been almost 6 months&lt;br /&gt;since the last release, and a lot has happened in those 6 months.&lt;br /&gt;You&amp;#39;ll find the highlights below.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Performance improvements : &lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Scanline renderers has improved quite a bit&lt;/li&gt;
&lt;li&gt;Lighting calculations&lt;/li&gt;
&lt;li&gt;NodesControl&lt;/li&gt;
&lt;li&gt;Startup improvements&lt;/li&gt;
&lt;li&gt;Content caching - loading the same content twice will only clone existing in cache&lt;/li&gt;
&lt;li&gt;Color class - conversion plus operations are rewritten, introduced ColorAsFloats&lt;/li&gt;
&lt;li&gt;Dependency properties now represented as Property&amp;lt;&amp;gt; with caching in it&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;br /&gt;Bugfixes : &lt;br /&gt;
&lt;ul&gt;&lt;li&gt;World matrix + general matrix fixups&lt;/li&gt;
&lt;li&gt;NodesControl fixed, one can now nest these, plus a massive performance improvement during databinding using the ItemsSource.&lt;/li&gt;
&lt;li&gt;Mouse events actually working - 0.8.8.6 had quite a few bugs with this, they are pixel perfect&lt;/li&gt;
&lt;li&gt;PivotPoint fixed - working recursively&lt;/li&gt;
&lt;li&gt;Completely rewritten rendering pipeline for stability, expandability and performance&lt;/li&gt;
&lt;li&gt;Memory leaks in mouse event handling&lt;/li&gt;
&lt;li&gt;Fixed Asset handling system - had a few bugs in it. Still has to revisit this.&lt;/li&gt;
&lt;li&gt;Parsing of ASE files now use invariant culture all over the place. Had a couple of places it didn&amp;#39;t.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;br /&gt;New features : &lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Manipulation events on objects, implemented using mouse events.  They contain more detailed information about the object being manipulated, such as material  information. Also, the events are not like the mouse events, they actually contain  delta information about the manipulation occuring.&lt;/li&gt;
&lt;li&gt;Tooltips, there is a property on all objects called Tooltip, you can create tooltips as you please, as you&amp;#39;d do with the TooltipService in Silverlight for other objects. The TooltipService will not work, hence the specialized property for it. &lt;/li&gt;
&lt;li&gt;DirectionalLight - basic directional lighting&lt;/li&gt;
&lt;li&gt;ViewLight - lighting that is &amp;quot;attached&amp;quot; to the camera/view&lt;/li&gt;
&lt;li&gt;ArbitraryHeightMap - heightmap that can have its corners placed arbitrarily&lt;/li&gt;
&lt;li&gt;SmoothingGroups implemented&lt;/li&gt;
&lt;li&gt;New ASE parser - supporting multiple objects, world matrix. Also a lot faster.&lt;/li&gt;
&lt;li&gt;Ring - geometry type&lt;/li&gt;
&lt;li&gt;Started implementation of a ChamferBox - very basic at this point&lt;/li&gt;
&lt;li&gt;Passive Rendering, will draw in wireframe during interaction and flip to full rendering&lt;/li&gt;&lt;/ul&gt;
  when interaction has stopped. When no interaction, it will not render, Balder goes idle.
&lt;ul&gt;&lt;li&gt;Pausing - for pausing everything.&lt;/li&gt;
&lt;li&gt;Grabbing a frame from the Display can now be done&lt;/li&gt;
&lt;li&gt;Container for renderable nodes - has its own world coordinate system that can be manipulated. Lights can&amp;#39;t be placed in this container.&lt;/li&gt;
&lt;li&gt;BubbledEvent system for events that needs to bubble up in the hierarchy&lt;/li&gt;
&lt;li&gt;Messenger system for decoupling and stability&lt;/li&gt;
&lt;li&gt;IGeometryDetailLevel - basically only used for Passive rendering at this point&lt;/li&gt;
&lt;li&gt;Geometry artifacts such as Face, Vertex and so forth are now classes and has been generalized. Its now up to the implementing platform to create specialized versions of them.&lt;/li&gt;
&lt;li&gt;Removed MEF and introduced a specialized TypeDiscoverer instead.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;br /&gt;Development environment : &lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Changed to Visual Studio 2010&lt;/li&gt;
&lt;li&gt;Build server up and running with a more complete Balder.build file for continuous integration&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;br /&gt;Breaking changes :&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;IGeometryContext does no longer hold the geometry data directly, introduced something called. IGeometryDetailLevel. One can get the full detail level, which is the default (and only for now), by calling the method GetDetailLevel() on the IGeometryContext. In addition, any Geometry has a property called FullDetailLevel for convenience.&lt;/li&gt;
&lt;li&gt;Mouse events has been specialized - they are named the same as one is used to from Silverlight, but the MouseEventArgs has been &amp;quot;duplicated&amp;quot; in Balder.Core.Input. The reason for this is that the Silverlight class for this is sealed and does not have a public constructor, and the mouse event handling needs to handled in a special manner in Balder. Also, the events are now bubbled&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>adept</author><pubDate>Thu, 08 Jul 2010 07:18:45 GMT</pubDate><guid isPermaLink="false">Updated Release: 0.8.8.7 (Jul 08, 2010) 20100708071845A</guid></item><item><title>Released: 0.8.8.7 (Jul 08, 2010)</title><link>http://balder.codeplex.com/releases/view/48503</link><description>&lt;div&gt;The new version represents a quantum leap in some areas for the engine. &lt;br&gt;Especially around performance and featureset. Its been almost 6 months&lt;br&gt;since the last release, and a lot has happened in those 6 months.&lt;br&gt;You&amp;#39;ll find the highlights below.&lt;br&gt;&lt;br&gt;&lt;br&gt;Performance improvements : &lt;br&gt;
&lt;ul&gt;&lt;li&gt;Scanline renderers has improved quite a bit&lt;/li&gt;
&lt;li&gt;Lighting calculations&lt;/li&gt;
&lt;li&gt;NodesControl&lt;/li&gt;
&lt;li&gt;Startup improvements&lt;/li&gt;
&lt;li&gt;Content caching - loading the same content twice will only clone existing in cache&lt;/li&gt;
&lt;li&gt;Color class - conversion plus operations are rewritten, introduced ColorAsFloats&lt;/li&gt;
&lt;li&gt;Dependency properties now represented as Property&amp;lt;&amp;gt; with caching in it&lt;/li&gt;&lt;/ul&gt;
&lt;br&gt;&lt;br&gt;Bugfixes : &lt;br&gt;
&lt;ul&gt;&lt;li&gt;World matrix + general matrix fixups&lt;/li&gt;
&lt;li&gt;NodesControl fixed, one can now nest these, plus a massive performance improvement during databinding using the ItemsSource.&lt;/li&gt;
&lt;li&gt;Mouse events actually working - 0.8.8.6 had quite a few bugs with this, they are pixel perfect&lt;/li&gt;
&lt;li&gt;PivotPoint fixed - working recursively&lt;/li&gt;
&lt;li&gt;Completely rewritten rendering pipeline for stability, expandability and performance&lt;/li&gt;
&lt;li&gt;Memory leaks in mouse event handling&lt;/li&gt;
&lt;li&gt;Fixed Asset handling system - had a few bugs in it. Still has to revisit this.&lt;/li&gt;
&lt;li&gt;Parsing of ASE files now use invariant culture all over the place. Had a couple of places it didn&amp;#39;t.&lt;/li&gt;&lt;/ul&gt;
&lt;br&gt;&lt;br&gt;New features : &lt;br&gt;
&lt;ul&gt;&lt;li&gt;Manipulation events on objects, implemented using mouse events.  They contain more detailed information about the object being manipulated, such as material  information. Also, the events are not like the mouse events, they actually contain  delta information about the manipulation occuring.&lt;/li&gt;
&lt;li&gt;Tooltips, there is a property on all objects called Tooltip, you can create tooltips as you please, as you&amp;#39;d do with the TooltipService in Silverlight for other objects. The TooltipService will not work, hence the specialized property for it. &lt;/li&gt;
&lt;li&gt;DirectionalLight - basic directional lighting&lt;/li&gt;
&lt;li&gt;ViewLight - lighting that is &amp;quot;attached&amp;quot; to the camera/view&lt;/li&gt;
&lt;li&gt;ArbitraryHeightMap - heightmap that can have its corners placed arbitrarily&lt;/li&gt;
&lt;li&gt;SmoothingGroups implemented&lt;/li&gt;
&lt;li&gt;New ASE parser - supporting multiple objects, world matrix. Also a lot faster.&lt;/li&gt;
&lt;li&gt;Ring - geometry type&lt;/li&gt;
&lt;li&gt;Started implementation of a ChamferBox - very basic at this point&lt;/li&gt;
&lt;li&gt;Passive Rendering, will draw in wireframe during interaction and flip to full rendering&lt;/li&gt;&lt;/ul&gt;
  when interaction has stopped. When no interaction, it will not render, Balder goes idle.
&lt;ul&gt;&lt;li&gt;Pausing - for pausing everything.&lt;/li&gt;
&lt;li&gt;Grabbing a frame from the Display can now be done&lt;/li&gt;
&lt;li&gt;Container for renderable nodes - has its own world coordinate system that can be manipulated. Lights can&amp;#39;t be placed in this container.&lt;/li&gt;
&lt;li&gt;BubbledEvent system for events that needs to bubble up in the hierarchy&lt;/li&gt;
&lt;li&gt;Messenger system for decoupling and stability&lt;/li&gt;
&lt;li&gt;IGeometryDetailLevel - basically only used for Passive rendering at this point&lt;/li&gt;
&lt;li&gt;Geometry artifacts such as Face, Vertex and so forth are now classes and has been generalized. Its now up to the implementing platform to create specialized versions of them.&lt;/li&gt;
&lt;li&gt;Removed MEF and introduced a specialized TypeDiscoverer instead.&lt;/li&gt;&lt;/ul&gt;
&lt;br&gt;&lt;br&gt;Development environment : &lt;br&gt;
&lt;ul&gt;&lt;li&gt;Changed to Visual Studio 2010&lt;/li&gt;
&lt;li&gt;Build server up and running with a more complete Balder.build file for continuous integration&lt;/li&gt;&lt;/ul&gt;
&lt;br&gt;&lt;br&gt;Breaking changes :&lt;br&gt;
&lt;ul&gt;&lt;li&gt;IGeometryContext does no longer hold the geometry data directly, introduced something called. IGeometryDetailLevel. One can get the full detail level, which is the default (and only for now), by calling the method GetDetailLevel() on the IGeometryContext. In addition, any Geometry has a property called FullDetailLevel for convenience.&lt;/li&gt;
&lt;li&gt;Mouse events has been specialized - they are named the same as one is used to from Silverlight, but the MouseEventArgs has been &amp;quot;duplicated&amp;quot; in Balder.Core.Input. The reason for this is that the Silverlight class for this is sealed and does not have a public constructor, and the mouse event handling needs to handled in a special manner in Balder. Also, the events are now bubbled&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;</description><author></author><pubDate>Thu, 08 Jul 2010 07:18:45 GMT</pubDate><guid isPermaLink="false">Released: 0.8.8.7 (Jul 08, 2010) 20100708071845A</guid></item><item><title>Updated Release: 0.8.8.6 (Feb 08, 2010)</title><link>http://balder.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=40130</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;IMPORTANT&lt;/b&gt;&lt;br /&gt;Major namespace changes. In 0.8.8.0 we introduced a set of Controls that could be used directly in Xaml, these were located in the Balder.Silverlight assembly in the Balder.Silverlight.Controls namespace. Shortly after the release, we realized a better way of doing this and started to move things around.&lt;br /&gt;&lt;br /&gt;All &amp;quot;native&amp;quot; elements in Balder.Core is now possible to use directly on a Silverlight Xaml surface.&lt;br /&gt;&lt;br /&gt;This basically means for existing applications already utilizing the Controls namespace introduced in previous version, that you need to point it to another namespace.&lt;br /&gt;All tutorials will be updated to reflect the changes.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;All changes:&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Introduced Silverlight in Core, but still maintaining platform independence
&lt;ul&gt;&lt;li&gt;Using core objects directly in Xaml can now be done&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Removed all controls in Balder.Core.Silverlight.Controls - not needed anymore&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Introduced View namespace with IView interface and Camera implementing it&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Viewport has View property insted of Camera&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Moved rendering from a multithread environment to run synchronously on the CompositionTarget. It gives better performance, due to synchronization issues between all threads. Will be revisited in the future.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;DebugLevel is now known as DebugInfo and is an object containing booleans - present on the Game control/class&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Cylinder primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Box primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Pivot point for all nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Sprites rendering with alpha channel&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Material system in place&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Support for ReflectionMapping on materials&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Rotation, Scale on nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;New drawing routines, optimized&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Heightmap primitive&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;SampleBrowser, can be found &lt;a href="http://www.ingebrigtsen.info/Silverlight/Balder/20100208/TestPage.html" class="externalLink"&gt;here&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesControl - datadriven nodes control with templating - In Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesStack - datadriven stacking of nodes with templating - in Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>adept</author><pubDate>Tue, 09 Feb 2010 07:19:28 GMT</pubDate><guid isPermaLink="false">Updated Release: 0.8.8.6 (Feb 08, 2010) 20100209071928A</guid></item><item><title>Released: 0.8.8.6 (Feb 08, 2010)</title><link>http://balder.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=40130</link><description>&lt;div&gt;&lt;b&gt;IMPORTANT&lt;/b&gt;&lt;br&gt;Major namespace changes. In 0.8.8.0 we introduced a set of Controls that could be used directly in Xaml, these were located in the Balder.Silverlight assembly in the Balder.Silverlight.Controls namespace. Shortly after the release, we realized a better way of doing this and started to move things around.&lt;br&gt;&lt;br&gt;All &amp;quot;native&amp;quot; elements in Balder.Core is now possible to use directly on a Silverlight Xaml surface.&lt;br&gt;&lt;br&gt;This basically means for existing applications already utilizing the Controls namespace introduced in previous version, that you need to point it to another namespace.&lt;br&gt;All tutorials will be updated to reflect the changes.&lt;br&gt;&lt;br&gt;&lt;b&gt;All changes:&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Introduced Silverlight in Core, but still maintaining platform independence
&lt;ul&gt;&lt;li&gt;Using core objects directly in Xaml can now be done&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Removed all controls in Balder.Core.Silverlight.Controls - not needed anymore&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Introduced View namespace with IView interface and Camera implementing it&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Viewport has View property insted of Camera&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Moved rendering from a multithread environment to run synchronously on the CompositionTarget. It gives better performance, due to synchronization issues between all threads. Will be revisited in the future.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;DebugLevel is now known as DebugInfo and is an object containing booleans - present on the Game control/class&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Cylinder primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Box primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Pivot point for all nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Sprites rendering with alpha channel&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Material system in place&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Support for ReflectionMapping on materials&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Rotation, Scale on nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;New drawing routines, optimized&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Heightmap primitive&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;SampleBrowser, can be found &lt;a href="http://www.ingebrigtsen.info/Silverlight/Balder/20100208/TestPage.html"&gt;here&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesControl - datadriven nodes control with templating - In Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesStack - datadriven stacking of nodes with templating - in Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;</description><author></author><pubDate>Tue, 09 Feb 2010 07:19:28 GMT</pubDate><guid isPermaLink="false">Released: 0.8.8.6 (Feb 08, 2010) 20100209071928A</guid></item><item><title>Updated Release: 0.8.8.6 (Feb 08, 2010)</title><link>http://balder.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=40130</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;IMPORTANT&lt;/b&gt;&lt;br /&gt;Major namespace changes. In 0.8.8.0 we introduced a set of Controls that could be used directly in Xaml, these were located in the Balder.Silverlight assembly in the Balder.Silverlight.Controls namespace. Shortly after the release, we realized a better way of doing this and started to move things around.&lt;br /&gt;&lt;br /&gt;All &amp;quot;native&amp;quot; elements in Balder.Core is now possible to use directly on a Silverlight Xaml surface.&lt;br /&gt;&lt;br /&gt;This basically means for existing applications already utilizing the Controls namespace introduced in previous version, that you need to point it to another namespace.&lt;br /&gt;All tutorials will be updated to reflect the changes.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;All changes:&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Introduced Silverlight in Core, but still maintaining platform independence
&lt;ul&gt;&lt;li&gt;Using core objects directly in Xaml can now be done&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Removed all controls in Balder.Core.Silverlight.Controls - not needed anymore&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Introduced View namespace with IView interface and Camera implementing it&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Viewport has View property insted of Camera&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Moved rendering from a multithread environment to run synchronously on the CompositionTarget. It gives better performance, due to synchronization issues between all threads. Will be revisited in the future.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;DebugLevel is now known as DebugInfo and is an object containing booleans - present on the Game control/class&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Cylinder primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Box primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Pivot point for all nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Sprites rendering with alpha channel&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Material system in place&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Support for ReflectionMapping on materials&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Rotation, Scale on nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;New drawing routines, optimized&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Heightmap primitive&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;SampleBrowser, can be found &lt;a href="http://www.ingebrigtsen.info/Silverlight/Balder/20100208/TestPage.html" class="externalLink"&gt;here&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesControl - datadriven nodes control with templating - In Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesStack - datadriven stacking of nodes with templating - in Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>adept</author><pubDate>Mon, 08 Feb 2010 16:30:46 GMT</pubDate><guid isPermaLink="false">Updated Release: 0.8.8.6 (Feb 08, 2010) 20100208043046P</guid></item><item><title>Released: 0.8.8.6 (Feb 08, 2010)</title><link>http://balder.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=40130</link><description>&lt;div&gt;&lt;b&gt;IMPORTANT&lt;/b&gt;&lt;br&gt;Major namespace changes. In 0.8.8.0 we introduced a set of Controls that could be used directly in Xaml, these were located in the Balder.Silverlight assembly in the Balder.Silverlight.Controls namespace. Shortly after the release, we realized a better way of doing this and started to move things around.&lt;br&gt;&lt;br&gt;All &amp;quot;native&amp;quot; elements in Balder.Core is now possible to use directly on a Silverlight Xaml surface.&lt;br&gt;&lt;br&gt;This basically means for existing applications already utilizing the Controls namespace introduced in previous version, that you need to point it to another namespace.&lt;br&gt;All tutorials will be updated to reflect the changes.&lt;br&gt;&lt;br&gt;&lt;b&gt;All changes:&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Introduced Silverlight in Core, but still maintaining platform independence
&lt;ul&gt;&lt;li&gt;Using core objects directly in Xaml can now be done&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Removed all controls in Balder.Core.Silverlight.Controls - not needed anymore&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Introduced View namespace with IView interface and Camera implementing it&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Viewport has View property insted of Camera&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Moved rendering from a multithread environment to run synchronously on the CompositionTarget. It gives better performance, due to synchronization issues between all threads. Will be revisited in the future.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;DebugLevel is now known as DebugInfo and is an object containing booleans - present on the Game control/class&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Cylinder primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Box primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Pivot point for all nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Sprites rendering with alpha channel&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Material system in place&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Support for ReflectionMapping on materials&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Rotation, Scale on nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;New drawing routines, optimized&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Heightmap primitive&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;SampleBrowser, can be found &lt;a href="http://www.ingebrigtsen.info/Silverlight/Balder/20100208/TestPage.html"&gt;here&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesControl - datadriven nodes control with templating - In Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesStack - datadriven stacking of nodes with templating - in Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;</description><author></author><pubDate>Mon, 08 Feb 2010 16:30:46 GMT</pubDate><guid isPermaLink="false">Released: 0.8.8.6 (Feb 08, 2010) 20100208043046P</guid></item><item><title>Updated Release: 0.8.8.6 (Feb 08, 2010)</title><link>http://balder.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=40130</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;IMPORTANT&lt;/b&gt;&lt;br /&gt;Major namespace changes. In 0.8.8.0 we introduced a set of Controls that could be used directly in Xaml, these were located in the Balder.Silverlight assembly in the Balder.Silverlight.Controls namespace. Shortly after the release, we realized a better way of doing this and started to move things around.&lt;br /&gt;&lt;br /&gt;All &amp;quot;native&amp;quot; elements in Balder.Core is now possible to use directly on a Silverlight Xaml surface.&lt;br /&gt;&lt;br /&gt;This basically means for existing applications already utilizing the Controls namespace introduced in previous version, that you need to point it to another namespace.&lt;br /&gt;All tutorials will be updated to reflect the changes.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;All changes:&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Introduced Silverlight in Core, but still maintaining platform independence
&lt;ul&gt;&lt;li&gt;Using core objects directly in Xaml can now be done&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Removed all controls in Balder.Core.Silverlight.Controls - not needed anymore&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Introduced View namespace with IView interface and Camera implementing it&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Viewport has View property insted of Camera&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Moved rendering from a multithread environment to run synchronously on the CompositionTarget. It gives better performance, due to synchronization issues between all threads. Will be revisited in the future.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;DebugLevel is now known as DebugInfo and is an object containing booleans - present on the Game control/class&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Cylinder primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Box primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Pivot point for all nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Sprites rendering with alpha channel&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Material system in place&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Support for ReflectionMapping on materials&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Rotation, Scale on nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;New drawing routines, optimized&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Heightmap primitive&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;SampleBrowser, can be found &lt;a href="http://www.ingebrigtsen.info/Silverlight/Balder/20100208/TestPage.html" class="externalLink"&gt;here&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesControl - datadriven nodes control with templating - In Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesStack - datadriven stacking of nodes with templating - in Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>adept</author><pubDate>Mon, 08 Feb 2010 13:16:26 GMT</pubDate><guid isPermaLink="false">Updated Release: 0.8.8.6 (Feb 08, 2010) 20100208011626P</guid></item><item><title>Released: 0.8.8.6 (Feb 08, 2010)</title><link>http://balder.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=40130</link><description>&lt;div&gt;&lt;b&gt;IMPORTANT&lt;/b&gt;&lt;br&gt;Major namespace changes. In 0.8.8.0 we introduced a set of Controls that could be used directly in Xaml, these were located in the Balder.Silverlight assembly in the Balder.Silverlight.Controls namespace. Shortly after the release, we realized a better way of doing this and started to move things around.&lt;br&gt;&lt;br&gt;All &amp;quot;native&amp;quot; elements in Balder.Core is now possible to use directly on a Silverlight Xaml surface.&lt;br&gt;&lt;br&gt;This basically means for existing applications already utilizing the Controls namespace introduced in previous version, that you need to point it to another namespace.&lt;br&gt;All tutorials will be updated to reflect the changes.&lt;br&gt;&lt;br&gt;&lt;b&gt;All changes:&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Introduced Silverlight in Core, but still maintaining platform independence
&lt;ul&gt;&lt;li&gt;Using core objects directly in Xaml can now be done&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Removed all controls in Balder.Core.Silverlight.Controls - not needed anymore&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Introduced View namespace with IView interface and Camera implementing it&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Viewport has View property insted of Camera&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Moved rendering from a multithread environment to run synchronously on the CompositionTarget. It gives better performance, due to synchronization issues between all threads. Will be revisited in the future.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;DebugLevel is now known as DebugInfo and is an object containing booleans - present on the Game control/class&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Cylinder primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Box primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Pivot point for all nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Sprites rendering with alpha channel&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Material system in place&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Support for ReflectionMapping on materials&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Rotation, Scale on nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;New drawing routines, optimized&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Heightmap primitive&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;SampleBrowser, can be found &lt;a href="http://www.ingebrigtsen.info/Silverlight/Balder/20100208/TestPage.html"&gt;here&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesControl - datadriven nodes control with templating - In Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesStack - datadriven stacking of nodes with templating - in Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;</description><author></author><pubDate>Mon, 08 Feb 2010 13:16:26 GMT</pubDate><guid isPermaLink="false">Released: 0.8.8.6 (Feb 08, 2010) 20100208011626P</guid></item><item><title>Created Release: 0.8.8.6 (Feb 08, 2010)</title><link>http://balder.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=40130</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;IMPORTANT&lt;/b&gt;&lt;br /&gt;Major namespace changes. In 0.8.8.0 we introduced a set of Controls that could be used directly in Xaml, these were located in the Balder.Silverlight assembly in the Balder.Silverlight.Controls namespace. Shortly after the release, we realized a better way of doing this and started to move things around.&lt;br /&gt;&lt;br /&gt;All &amp;quot;native&amp;quot; elements in Balder.Core is now possible to use directly on a Silverlight Xaml surface.&lt;br /&gt;&lt;br /&gt;This basically means for existing applications already utilizing the Controls namespace introduced in previous version, that you need to point it to another namespace.&lt;br /&gt;All tutorials will be updated to reflect the changes.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;All changes:&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Introduced Silverlight in Core, but still maintaining platform independence
&lt;ul&gt;&lt;li&gt;Using core objects directly in Xaml can now be done&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Removed all controls in Balder.Core.Silverlight.Controls - not needed anymore&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Introduced View namespace with IView interface and Camera implementing it&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Viewport has View property insted of Camera&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Moved rendering from a multithread environment to run synchronously on the CompositionTarget. It gives better performance, due to synchronization issues between all threads. Will be revisited in the future.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;DebugLevel is now known as DebugInfo and is an object containing booleans - present on the Game control/class&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Cylinder primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Box primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Pivot point for all nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Sprites rendering with alpha channel&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Material system in place&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Support for ReflectionMapping on materials&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Rotation, Scale on nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;New drawing routines, optimized&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Heightmap primitive&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;SampleBrowser, can be found &lt;a href="http://www.ingebrigtsen.info/Silverlight/Balder/20100208/TestPage.html" class="externalLink"&gt;here&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesControl - datadriven nodes control with templating - In Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesStack - datadriven stacking of nodes with templating - in Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>adept</author><pubDate>Mon, 08 Feb 2010 13:10:17 GMT</pubDate><guid isPermaLink="false">Created Release: 0.8.8.6 (Feb 08, 2010) 20100208011017P</guid></item><item><title>Released: 0.8.8.6 (Feb 08, 2010)</title><link>http://balder.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=40130</link><description>&lt;div&gt;&lt;b&gt;IMPORTANT&lt;/b&gt;&lt;br&gt;Major namespace changes. In 0.8.8.0 we introduced a set of Controls that could be used directly in Xaml, these were located in the Balder.Silverlight assembly in the Balder.Silverlight.Controls namespace. Shortly after the release, we realized a better way of doing this and started to move things around.&lt;br&gt;&lt;br&gt;All &amp;quot;native&amp;quot; elements in Balder.Core is now possible to use directly on a Silverlight Xaml surface.&lt;br&gt;&lt;br&gt;This basically means for existing applications already utilizing the Controls namespace introduced in previous version, that you need to point it to another namespace.&lt;br&gt;All tutorials will be updated to reflect the changes.&lt;br&gt;&lt;br&gt;&lt;b&gt;All changes:&lt;/b&gt;
&lt;ul&gt;&lt;li&gt;Introduced Silverlight in Core, but still maintaining platform independence
&lt;ul&gt;&lt;li&gt;Using core objects directly in Xaml can now be done&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Removed all controls in Balder.Core.Silverlight.Controls - not needed anymore&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Introduced View namespace with IView interface and Camera implementing it&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Viewport has View property insted of Camera&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Moved rendering from a multithread environment to run synchronously on the CompositionTarget. It gives better performance, due to synchronization issues between all threads. Will be revisited in the future.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;DebugLevel is now known as DebugInfo and is an object containing booleans - present on the Game control/class&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Cylinder primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Box primitive introduced&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Pivot point for all nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Sprites rendering with alpha channel&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Material system in place&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Support for ReflectionMapping on materials&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Rotation, Scale on nodes&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;New drawing routines, optimized&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Heightmap primitive&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;SampleBrowser, can be found &lt;a href="http://www.ingebrigtsen.info/Silverlight/Balder/20100208/TestPage.html"&gt;here&lt;span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesControl - datadriven nodes control with templating - In Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;NodesStack - datadriven stacking of nodes with templating - in Balder.Silverlight.Controls&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;</description><author></author><pubDate>Mon, 08 Feb 2010 13:10:17 GMT</pubDate><guid isPermaLink="false">Released: 0.8.8.6 (Feb 08, 2010) 20100208011017P</guid></item><item><title>Updated Release: 0.8.8 (Nov 30, 2009)</title><link>http://balder.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=36596</link><description>&lt;div class="wikidoc"&gt;Silverlight 3 only&lt;br /&gt;Note: Source code at CodePlex does not reflect the changes - please go to GitHub for the latest source code.&lt;br /&gt;&lt;br /&gt;Changes:
&lt;ul&gt;&lt;li&gt;&lt;b&gt;IMPORTANT:&lt;/b&gt; Coordinate system has been changed (Up is now positive Y instead of negative as with previous release) &lt;/li&gt;
&lt;li&gt;Major namespace changes - any code that breaks, chances are things have moved into other namespace.&lt;/li&gt;
&lt;li&gt;Rewritten Xaml support
&lt;ul&gt;&lt;li&gt;Game control, any children to Game are considered Nodes / objects - must be controls inheriting Node control&lt;/li&gt;
&lt;li&gt;Light support - OmniLight&lt;/li&gt;
&lt;li&gt;Mesh support&lt;/li&gt;
&lt;li&gt;Nodes can be manipulated by DataBinding and Storyboards - typically position, color and such&lt;/li&gt;
&lt;li&gt;Camera support on Game, property&lt;/li&gt;
&lt;li&gt;TypeConverter for Vectors - can be used as Position=&amp;quot;0,0,0&amp;quot; &lt;/li&gt;
&lt;li&gt;Command support - Click event on nodes are forwarded as Commands&lt;/li&gt;
&lt;li&gt;Mouse events for Nodes (MouseEnter, MouseLeave, MouseLeftButtonDown, MouseLeftButtonUp)&lt;/li&gt;
&lt;li&gt;Debug Information can be set on Game (BoundingSphere is the only supported option for now)&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Minor speedups&lt;/li&gt;
&lt;li&gt;Totally rewritten initialization - no need to use TargetDevice.Initialize&amp;lt;&amp;gt;() anymore (marked obsolete) - just use the Game control. &lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>adept</author><pubDate>Wed, 16 Dec 2009 20:43:23 GMT</pubDate><guid isPermaLink="false">Updated Release: 0.8.8 (Nov 30, 2009) 20091216084323P</guid></item><item><title>Released: 0.8.8 (Nov 30, 2009)</title><link>http://balder.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=36596</link><description>&lt;div&gt;Silverlight 3 only&lt;br&gt;Note: Source code at CodePlex does not reflect the changes - please go to GitHub for the latest source code.&lt;br&gt;&lt;br&gt;Changes:
&lt;ul&gt;&lt;li&gt;&lt;b&gt;IMPORTANT:&lt;/b&gt; Coordinate system has been changed (Up is now positive Y instead of negative as with previous release) &lt;/li&gt;
&lt;li&gt;Major namespace changes - any code that breaks, chances are things have moved into other namespace.&lt;/li&gt;
&lt;li&gt;Rewritten Xaml support
&lt;ul&gt;&lt;li&gt;Game control, any children to Game are considered Nodes / objects - must be controls inheriting Node control&lt;/li&gt;
&lt;li&gt;Light support - OmniLight&lt;/li&gt;
&lt;li&gt;Mesh support&lt;/li&gt;
&lt;li&gt;Nodes can be manipulated by DataBinding and Storyboards - typically position, color and such&lt;/li&gt;
&lt;li&gt;Camera support on Game, property&lt;/li&gt;
&lt;li&gt;TypeConverter for Vectors - can be used as Position=&amp;quot;0,0,0&amp;quot; &lt;/li&gt;
&lt;li&gt;Command support - Click event on nodes are forwarded as Commands&lt;/li&gt;
&lt;li&gt;Mouse events for Nodes (MouseEnter, MouseLeave, MouseLeftButtonDown, MouseLeftButtonUp)&lt;/li&gt;
&lt;li&gt;Debug Information can be set on Game (BoundingSphere is the only supported option for now)&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;Minor speedups&lt;/li&gt;
&lt;li&gt;Totally rewritten initialization - no need to use TargetDevice.Initialize&amp;lt;&amp;gt;() anymore (marked obsolete) - just use the Game control. &lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;</description><author></author><pubDate>Wed, 16 Dec 2009 20:43:23 GMT</pubDate><guid isPermaLink="false">Released: 0.8.8 (Nov 30, 2009) 20091216084323P</guid></item></channel></rss>