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Engo v1.0

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@Noofbiz Noofbiz released this 26 May 14:25
· 308 commits to master since this release
e130e5a

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 webgl.
  • 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.