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Releases: EngoEngine/engo

engo v1.0.8

12 Nov 22:54
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  • Added some functions to get pre-loaded fonts and sprite sheets in common

engo v1.0.7

10 Jul 16:10
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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

26 Oct 17:18
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  • 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

20 Jun 17:02
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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

06 Apr 05:13
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  • Import path is now "github.com/EngoEngine/engo" instead of "engo.io/engo".

Engo v1.0.3

01 Mar 18:04
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  • 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

13 Dec 02:49
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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

04 Nov 04:36
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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

26 May 14:25
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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 easily go 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 now engo.LoadedSprite
  • engo.Files.Load and engo.Files.LoadMany have been merged into one function engo.Files.Load which does the same thing as engo.Files.LoadMany allowing an indefinite ammount of parameters to be passed in.
  • engo has been split in engo (which contains stuff about creating windows, starting the game, creating an OpenGL context, input handling, etc.) - and common (which contains a lot of common System implementations for common tasks (RenderSystem, CameraSystem, AudioSystem, etc.)
  • engo.Width() and engo.Height() have been changed to engo.GameWidth() and engo.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 using engo.RenderComponent{}. Note that the Drawable is still required.
  • ecs.Entity changed to ecs.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 to engo.io/gl, because the package handles more than only webgl.
  • github.com/EngoEngine/engo -> engo.io/engo - Our packages engo, ecs and gl should now be imported using the engo.io path.
  • engi.XXX -> engo.XXX - We renamed our package engi to engo.