-
Updated
Sep 17, 2020 - C++
2d-game-engine
Here are 303 public repositories matching this topic...
-
Updated
Sep 3, 2020 - Swift
-
Updated
Sep 15, 2020 - Java
-
Updated
Aug 30, 2020 - Haxe
-
Updated
May 4, 2020
-
Updated
Jul 31, 2020 - GDScript
-
Updated
Jan 8, 2018 - Java
-
Updated
Sep 17, 2020 - C++
Describe the current state of the problem
Currently, there is a text input for a font family, similar to what works for CSS font-family property. This is good for users who work with CSS, but it is not intuitive for those who don't.
Describe the solution you'd like
- A help icon that will show some examples of proper font families, and the rules for writing them;
- A font picker fo
-
Updated
Jun 7, 2018 - C++
-
Updated
Sep 17, 2020 - TypeScript
-
Updated
Jul 21, 2020 - Lua
It would be nice to have a component that can expose the frames of an animated GIF image using the Animation interface; I'm picturing something like this:
import { useType, useNewComponent, GIF, useDraw } from "@hex-engine/2d";
import someGifFile from "./whatever.gif";
function MyComponent() {
useType(MyComponent);
const gif = u-
Updated
Aug 30, 2020 - C#
-
Updated
Jun 24, 2020 - Haxe
-
Updated
Sep 12, 2020 - HTML
-
Updated
Sep 17, 2020 - Pascal
-
Updated
Sep 17, 2020 - C
-
Updated
Sep 17, 2020 - C++
-
Updated
May 19, 2020 - Swift
-
Updated
Sep 10, 2020 - Java
ÖbEngine already provides three const variables : VERSION_MAJOR, VERSION_MINOR and VERSION_PATCH.
It would be nice to encapsulate version into an object which support comparison, equality (with object or string)
-
Updated
Sep 14, 2020 - Swift
-
Updated
Nov 26, 2019 - CMake
-
Updated
Jan 9, 2018 - C++
-
Updated
Sep 5, 2018 - JavaScript
-
Updated
Aug 25, 2020 - C#
-
Updated
Aug 20, 2020 - C++
-
Updated
Sep 4, 2020 - C++
Improve this page
Add a description, image, and links to the 2d-game-engine topic page so that developers can more easily learn about it.
Add this topic to your repo
To associate your repository with the 2d-game-engine topic, visit your repo's landing page and select "manage topics."


For an ui element made out of
graphics::Canvas, is it better tobuild a new
ui::Canvasmake it so that
ui::Imagecan accept eithergraphics::Imageorgraphics::Canvasmake it so that there's a
Drawabletrait that hasfn draw<Q: IntoQuad>(&self, quad: Q, target: &mut Target), so thatui::Imageaccepts a&dyn Drawabletrait object.1 is the most logical given t