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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
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Aug 26, 2021 - 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
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Mar 22, 2022 - Pascal
CustomGroup:trigger("invalid_name", { test = 3 })
Shows
"invalid map<K, T> key"
without a meaningful error
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The font bitmap has empty space reserved for ASCII characters 0x80 through 0xA0.
We should use that space for something, like icons for WASM-4 controller buttons, or generic sprites like stars/hearts/etc.
Games can then use hex string literals to easily display these:
text("Press \x80 to jump!", 0, 0);
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In GitLab by @Comigo on Feb 24, 2019, 21:14
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