All Versions
6
Latest Version
Avg Release Cycle
151 days
Latest Release
127 days ago

Changelog History

  • v1.0.5

    June 20, 2020

    engo v1.0.5

    โšก๏ธ This minor version has small bug fixes, updated the glfw build to use GLFW 3.3,

    • ๐Ÿ›  fixes to common.AudioSystem's usage of oto
    • โšก๏ธ 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
    • ๐Ÿ‘ a TextureAtlas added to common, as well as support for TexturePacker file types
  • v1.0.4

    April 06, 2019
    • Import path is now "github.com/EngoEngine/engo" instead of "engo.io/engo".
  • v1.0.3

    March 01, 2019
    • ๐Ÿ‘‰ Uses GLFW 3.2
    • 0๏ธโƒฃ Sprite sheets are now automatically batched by the default shader
    • ๐Ÿ‘ Blendmaps support has been added, as well as a demo on how to use it
    • ๐Ÿ‘ WASM support added (still experimental!)
  • v1.0.2

    December 13, 2018

    Before switching to GLFW 3.2

    This version still uses GLFW 3.1!

    ๐Ÿ”„ Changes since v1.0.1

    • ๐Ÿ‘ 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.
  • v1.0.1

    November 04, 2018

    ๐Ÿš€ 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.

    ๐Ÿ›  Fixed:

    • Text rendering
    • TMX Maps
    • โšก๏ธ Audio no longer blocks the update loop when being written to, but is also no longer synced with the game time.
  • v1.0

    May 26, 2018

    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.

    ๐Ÿ”„ Changes since the beginning to v1.0

    • ๐Ÿ— 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.
    • ๐Ÿšš 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
    • ๐Ÿ”€ 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.
    • ๐Ÿ 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.
    • ๐Ÿšš 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.
    • ๐ŸŒ Renamed engo.io/webgl to engo.io/gl, because the package handles more than only _web_gl.
    • ๐Ÿ“ฆ github.com/EngoEngine/engo -> engo.io/engo - Our packages engo, ecs and gl should now be imported using the engo.io path.
    • ๐Ÿ“ฆ engi.XXX -> engo.XXX - We renamed our package engi to engo.