All Versions
5
Latest Version
Avg Release Cycle
79 days
Latest Release
295 days ago

Changelog History

  • 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
    • 👉 Uses GLFW 3.2
    • 0️⃣ 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!)
  • v1.0.2

    December 13, 2018

    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.
  • v1.0.1

    November 04, 2018

    🚀 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.
  • 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.

    🔄 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 _web_gl.
    • 📦 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.