Releases: EngoEngine/engo
Releases · EngoEngine/engo
engo v1.0.8
engo v1.0.7
What's Changed
- Add support for Apple M1 chip here
- Added pause feature to Audio Demo here
- Added LoadedSpritesheet and LoadedFont functions here to access preloaded spritesheets and fonts without having to pass pointers around scenes/systems
Full Changelog: v1.0.6...1.07
engo v1.0.6
- Added support for go's standard library's binary data packing, as well as an example
- Updated font to accurately create Atlases without a buffer. This saves space and allows the letters to be better positioned on screen.
engo v1.0.5
engo v1.0.5
This minor version has small bug fixes, updated the glfw build to use GLFW 3.3,
- fixes to common.AudioSystem's usage of oto
- update to go1.13.x
- common.RenderComponent now has a field for StartingZIndex, so SetZIndex doesn't need to be immediately called just after creation all the time
- depreciated gopherjs in favor of wasm
- a TextureAtlas added to common, as well as support for TexturePacker file types
engo v1.0.4
- Import path is now "github.com/EngoEngine/engo" instead of "engo.io/engo".
Engo v1.0.3
- Uses GLFW 3.2
- Sprite sheets are now automatically batched by the default shader
- Blendmaps support has been added, as well as a demo on how to use it
- WASM support added (still experimental!)
Engo v1.0.2
Before switching to GLFW 3.2
This version still uses GLFW 3.1!
Changes since v1.0.1
- WASM support added by using gopherwasm/js to bridge gopherjs and WASM
- Window is now exported in GLFW and SDL so people can make Vulkan based render systems.
- Render System now has sprite batch drawing. This significantly reduced the number of draw calls.
Engo v1.0.1
This is engo before the switch to gopherwasm for wasm support. This version is used with https://github.com/EngoEngine/gl/releases/tag/v1.0.1 or earlier.
Fixed:
- Text rendering
- TMX Maps
- Audio no longer blocks the update loop when being written to, but is also no longer synced with the game time.
Engo v1.0
Engo v1.0 is now available! Grab this if you want to use it in your games without dealing with changes due to recent developments.
Changes since the beginning to v1.0
- Demos now require the build tag
demo
. This is so you can easilygo get engo.io/engo ./...
without waiting on building all the demos. - SetHeadless() was removed as it never actually did anything. It would set the opion but then it would be reset when Run was called.
engo.PreloadedSpriteSingle
is nowengo.LoadedSprite
engo.Files.Load
andengo.Files.LoadMany
have been merged into one functionengo.Files.Load
which does the same thing asengo.Files.LoadMany
allowing an indefinite ammount of parameters to be passed in.engo
has been split inengo
(which contains stuff about creating windows, starting the game, creating an OpenGL context, input handling, etc.) - andcommon
(which contains a lot of commonSystem
implementations for common tasks (RenderSystem
,CameraSystem
,AudioSystem
, etc.)engo.Width()
andengo.Height()
have been changed toengo.GameWidth()
andengo.GameHeight()
respectively.RenderComponent.Scale
is now no longer a method, but a variable you can change / access directly.engo.NewRenderComponent
was removed. You can now define the values you want directly by usingengo.RenderComponent{}
. Note that theDrawable
is still required.ecs.Entity
changed toecs.BasicEntity
,world.AddEntity
is gone - a lot has changed here. The entire issue is described here, while this comment in particular, should help you migrate your code.- Renamed
engo.io/webgl
toengo.io/gl
, because the package handles more than only webgl. github.com/EngoEngine/engo
->engo.io/engo
- Our packagesengo
,ecs
andgl
should now be imported using theengo.io
path.engi.XXX
->engo.XXX
- We renamed our packageengi
toengo
.