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2d-game-engine
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Canvas ui element
For an ui element made out of graphics::Canvas
, is it better to
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build a new
ui::Canvas
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make it so that
ui::Image
can accept eithergraphics::Image
orgraphics::Canvas
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make it so that there's a
Drawable
trait that hasfn draw<Q: IntoQuad>(&self, quad: Q, target: &mut Target)
, so thatui::Image
accepts a&dyn Drawable
trait object.
1 is the most logical given t
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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
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CMake script won't be able to retrieve ObEngine version, we have to create default values :
https://github.com/ObEngine/ObEngine/blob/master/cmake/engine_git.cmake#L90
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This would be an engine-wide improvement that would allow the usage of the system's currently selected language for exception throwing. We would probably use some kind of KVP text file format to store the exception strings for each type of exceptuon in different languages, and then the engine should just be able to throw an exception and then the exception implementation itself will handle getting
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Aug 25, 2020 - C#
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In GitLab by @Comigo on Feb 24, 2019, 21:14
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