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A "game" written from scratch in Rust
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2024-08-24
docs: update todo
HampusM
2024-08-24
refactor(engine): use C string literals instead of cstr macro
HampusM
2024-08-21
refactor(engine): fix clippy lints
HampusM
2024-08-21
fix(engine): use new name of ComponentToAddedEvent
HampusM
2024-08-21
refactor(ecs): fix clippy lints
HampusM
2024-08-21
refactor(engine): make cube vertex indices const variables
HampusM
2024-08-21
refactor(engine): use inline const in mesh::cube::create
HampusM
2024-08-21
fix(ecs): make Query::entity_uid use entity filter from query options
HampusM
2024-08-20
fix: use fly camera properly again
HampusM
2024-08-20
feat(engine): make fly camera more flexible
HampusM
2024-08-20
fix: use camera active component
HampusM
2024-08-20
refactor(engine): replace Camera current field with Active component
HampusM
2024-08-18
feat(ecs): make relationships able to have multiple targets
HampusM
2024-08-18
perf(ecs): make Relation get method use entity archetype lookup
HampusM
2024-08-17
chore: create camera entity with position component
HampusM
2024-08-17
refactor(engine): remove position field from Camera component
HampusM
2024-08-16
perf(engine): create OpenGL objects as needed instead of each frame
HampusM
2024-08-16
feat(ecs): make relationships creatable without reference to world
HampusM
2024-08-16
docs: update todo
HampusM
2024-08-16
fix(ecs): prevent nested queries causing panic
HampusM
2024-08-15
feat(ecs): add function to set related-to relationship entity
HampusM
2024-08-15
feat(ecs): add component removed event
HampusM
2024-08-14
fix(engine): make Engine::spawn have bound TupleReduce on Comps
HampusM
2024-08-14
feat(ecs): add component added event
HampusM
2024-08-14
fix(ecs): prevent duplicate archetype indices in lookup entries
HampusM
2024-08-13
fix(ecs): check if entity components contains component before add
HampusM
2024-08-13
fix(engine): remove emitting start
HampusM
2024-08-12
feat(ecs): add action for removing components(s) from entity
HampusM
2024-08-12
feat(ecs): add action to add component(s) to entity
HampusM
2024-08-10
refactor(ecs): create archetype lookup entries on-the-go
HampusM
2024-08-07
refactor(engine): use start event from ecs crate
HampusM
2024-08-07
docs(ecs): make examples not use own start event
HampusM
2024-08-07
feat(ecs): add start event
HampusM
2024-08-06
feat(ecs): add query function to get entity UID by index
HampusM
2024-08-05
test(ecs): make component storage unit tests work
HampusM
2024-08-05
fix(ecs): always sort components & component metadata
HampusM
2024-08-04
feat(engine): add component making a object not be drawn
HampusM
2024-08-04
revert(engine): remove support for drawing objects as a bundle
HampusM
2024-08-04
perf(ecs): remove clearing archetype lookup table
HampusM
2024-08-02
docs(engine): correct Engine function comments
HampusM
2024-08-02
feat(engine): make Engine::spawn return the spawned entity's UID
HampusM
2024-08-02
feat(ecs): add relationships
HampusM
2024-08-01
refactor(ecs): add & use component metadata struct
HampusM
2024-07-30
refactor(ecs): give archetype component IDs once in component storage
HampusM
2024-07-29
docs(ecs): make examples work correctly
HampusM
2024-07-29
feat(ecs): add fn to prepare world without using the event_loop fn
HampusM
2024-07-29
refactor(ecs): rename system::Param handle_pre_run fn to prepare
HampusM
2024-07-28
refactor(ecs): move ArchetypeComponentsHash to archetype::Id
HampusM
2024-06-29
chore(ecs): remove weak queries
HampusM
2024-06-29
refactor(ecs): pass World ref to system run & param new functions
HampusM
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