-
Updated
Nov 22, 2021 - C++
2d-game-engine
Here are 412 public repositories matching this topic...
-
Updated
Nov 21, 2021 - Java
-
Updated
Jul 2, 2021
-
Updated
Sep 3, 2020 - Swift
-
Updated
Nov 21, 2021 - Haxe
-
Updated
Sep 4, 2021 - GDScript
-
Updated
Nov 13, 2021 - C#
-
Updated
Nov 22, 2021 - TypeScript
Canvas ui element
For an ui element made out of graphics::Canvas, is it better to
-
build a new
ui::Canvas -
make it so that
ui::Imagecan accept eithergraphics::Imageorgraphics::Canvas -
make 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
-
Updated
Nov 21, 2021 - C++
-
Updated
Oct 1, 2020 - Java
-
Updated
Jun 7, 2018 - C++
-
Updated
Nov 13, 2021 - JavaScript
-
Updated
Aug 26, 2021 - Lua
Would it be possible to add the Origin Rebase feature that is built into Physx 4.x and up into Echo?
This would enable larger worlds to be made without floating point precision errors. Here is an example of what can happen if you are too far away from origin. https://gyazo.com/a96db2d1a4ef8ff8935d2054597e151b
It would be nice if we could enable it in project settings and it was just part of
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
Nov 22, 2021 - Pascal
v1
v2
v1.2
v0.5
v0.5.6
are all valid patterns
Right now, to inject version into ÖbEngine, it uses the last tag, so if you checkout to an older tag / branch, the version will not be correct.
This issue requires two things :
- if the current branch is named dev-vX / dev-vX.Y / dev-vX.Y.Z, use that version number (vX will become vX.0.0, vX.Y will become X.Y.0)
- if the branch
-
Updated
Nov 5, 2021 - Java
-
Updated
Nov 14, 2020 - Haxe
-
Updated
Aug 27, 2021 - C
-
Updated
Jun 17, 2021 - Swift
-
Updated
Mar 27, 2021 - Swift
-
Updated
Feb 19, 2021 - CMake
I think it probably makes sense to automatically install the dependencies on a new project after creating it. It would remove a manual step in the quickstart guide.
It does require that npm be in the $PATH though, maybe that's a problem in some cases. Also there are folks that prefer yarn over npm?
@ttulka How would you feel about this?
-
Updated
Nov 14, 2021 - C
-
Updated
Jan 9, 2018 - C++
This one is pretty much what it says on the tin - the Maths namespace is lacking complete doxygen-based documentation in it's headers, especially when compared to a namespace such as ECS. Adding doxygen comments of similar caliber to the Maths headers will resolve this issue.
-
Updated
Aug 3, 2021 - 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."


In GitLab by @Comigo on Feb 24, 2019, 21:14
null