#shapeengine — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #shapeengine, aggregated by home.social.
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[Dev News] - Shape Drawing Rework
I’ve completed the shape drawing system overhaul. All functions now work with transparency and are faster. I enhanced other parts, like the Clipper2 wrapper for #ShapeEngine, which is now more sophisticated and handles all polygon drawing.
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[Dev News] - Shape Drawing Rework
I’ve completed the shape drawing system overhaul. All functions now work with transparency and are faster. I enhanced other parts, like the Clipper2 wrapper for #ShapeEngine, which is now more sophisticated and handles all polygon drawing.
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[Dev News] - Shape Drawing Rework
I’ve completed the shape drawing system overhaul. All functions now work with transparency and are faster. I enhanced other parts, like the Clipper2 wrapper for #ShapeEngine, which is now more sophisticated and handles all polygon drawing.
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[Dev News] - Shape Drawing Rework
I’ve completed the shape drawing system overhaul. All functions now work with transparency and are faster. I enhanced other parts, like the Clipper2 wrapper for #ShapeEngine, which is now more sophisticated and handles all polygon drawing.
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[Dev News] - Shape Drawing Rework
I’ve completed the shape drawing system overhaul. All functions now work with transparency and are faster. I enhanced other parts, like the Clipper2 wrapper for #ShapeEngine, which is now more sophisticated and handles all polygon drawing.
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The 5.0 Release is coming along slowly but surely. I have completed numerous core improvements over the last few weeks, and now I am focusing on finishing the drawing algorithm overhaul.
For instance, now you can generate and draw rounded polygons using various parameters.
#ShapeEngine #raylib #gamedev #indiedev #gameengine #csharp #programming
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The 5.0 Release is coming along slowly but surely. I have completed numerous core improvements over the last few weeks, and now I am focusing on finishing the drawing algorithm overhaul.
For instance, now you can generate and draw rounded polygons using various parameters.
#ShapeEngine #raylib #gamedev #indiedev #gameengine #csharp #programming
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The 5.0 Release is coming along slowly but surely. I have completed numerous core improvements over the last few weeks, and now I am focusing on finishing the drawing algorithm overhaul.
For instance, now you can generate and draw rounded polygons using various parameters.
#ShapeEngine #raylib #gamedev #indiedev #gameengine #csharp #programming
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The 5.0 Release is coming along slowly but surely. I have completed numerous core improvements over the last few weeks, and now I am focusing on finishing the drawing algorithm overhaul.
For instance, now you can generate and draw rounded polygons using various parameters.
#ShapeEngine #raylib #gamedev #indiedev #gameengine #csharp #programming
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The 5.0 Release is coming along slowly but surely. I have completed numerous core improvements over the last few weeks, and now I am focusing on finishing the drawing algorithm overhaul.
For instance, now you can generate and draw rounded polygons using various parameters.
#ShapeEngine #raylib #gamedev #indiedev #gameengine #csharp #programming
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The upcoming 5.0 release is nearly complete. Most of the large tasks are already done — except for fixing the alpha outline drawing.
Wishing you all a very happy holiday season and a wonderful start to the new year!
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The upcoming 5.0 release is nearly complete. Most of the large tasks are already done — except for fixing the alpha outline drawing.
Wishing you all a very happy holiday season and a wonderful start to the new year!
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The upcoming 5.0 release is nearly complete. Most of the large tasks are already done — except for fixing the alpha outline drawing.
Wishing you all a very happy holiday season and a wonderful start to the new year!
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The upcoming 5.0 release is nearly complete. Most of the large tasks are already done — except for fixing the alpha outline drawing.
Wishing you all a very happy holiday season and a wonderful start to the new year!
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The upcoming 5.0 release is nearly complete. Most of the large tasks are already done — except for fixing the alpha outline drawing.
Wishing you all a very happy holiday season and a wonderful start to the new year!
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ShapeEngine’s documentation is almost ready! 📚 I’ve put a lot of effort into making it clear, comprehensive, and easy to follow — so you can make the most of #ShapeEngine The docs for the current master branch are always available here (https://davegreen-games.github.io/ShapeEngineDocs), and Intellisense xml summaries for various IDEs will be released with version 5.0. Stay tuned!
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ShapeEngine’s documentation is almost ready! 📚 I’ve put a lot of effort into making it clear, comprehensive, and easy to follow — so you can make the most of #ShapeEngine The docs for the current master branch are always available here (https://davegreen-games.github.io/ShapeEngineDocs), and Intellisense xml summaries for various IDEs will be released with version 5.0. Stay tuned!
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ShapeEngine’s documentation is almost ready! 📚 I’ve put a lot of effort into making it clear, comprehensive, and easy to follow — so you can make the most of #ShapeEngine The docs for the current master branch are always available here (https://davegreen-games.github.io/ShapeEngineDocs), and Intellisense xml summaries for various IDEs will be released with version 5.0. Stay tuned!
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ShapeEngine’s documentation is almost ready! 📚 I’ve put a lot of effort into making it clear, comprehensive, and easy to follow — so you can make the most of #ShapeEngine The docs for the current master branch are always available here (https://davegreen-games.github.io/ShapeEngineDocs), and Intellisense xml summaries for various IDEs will be released with version 5.0. Stay tuned!
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ShapeEngine’s documentation is almost ready! 📚 I’ve put a lot of effort into making it clear, comprehensive, and easy to follow — so you can make the most of #ShapeEngine The docs for the current master branch are always available here (https://davegreen-games.github.io/ShapeEngineDocs), and Intellisense xml summaries for various IDEs will be released with version 5.0. Stay tuned!
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[Shape Engine 4.0 Teaser] - Lines & Rays
Here’s another teaser for the upcoming 4.0 release. This time, it focuses on the new Ray and Line shapes/colliders I’ve added. Both complement the existing Segment shape/collider, with the crucial distinction of having infinite length (ray in one direction, line in both directions).
#gamedev #ShapeEngine #raylib #programming #csharp #gameengine #indiedev
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[Shape Engine 4.0 Teaser] - Lines & Rays
Here’s another teaser for the upcoming 4.0 release. This time, it focuses on the new Ray and Line shapes/colliders I’ve added. Both complement the existing Segment shape/collider, with the crucial distinction of having infinite length (ray in one direction, line in both directions).
#gamedev #ShapeEngine #raylib #programming #csharp #gameengine #indiedev
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[Shape Engine 4.0 Teaser] - Lines & Rays
Here’s another teaser for the upcoming 4.0 release. This time, it focuses on the new Ray and Line shapes/colliders I’ve added. Both complement the existing Segment shape/collider, with the crucial distinction of having infinite length (ray in one direction, line in both directions).
#gamedev #ShapeEngine #raylib #programming #csharp #gameengine #indiedev
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[Shape Engine 4.0 Teaser] - Lines & Rays
Here’s another teaser for the upcoming 4.0 release. This time, it focuses on the new Ray and Line shapes/colliders I’ve added. Both complement the existing Segment shape/collider, with the crucial distinction of having infinite length (ray in one direction, line in both directions).
#gamedev #ShapeEngine #raylib #programming #csharp #gameengine #indiedev
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[Shape Engine 4.0 Teaser] - Striped Fill
I am working on Shape Engine 4.0 and wanted to share some sneak peeks of my progress.
I have overhauled the striped drawing functionality, added support for all closed shapes, and more.
#ShapeEngine #gamedev #raylib #programming #csharp #indiegamedev #gameengine
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[Shape Engine 4.0 Teaser] - Striped Fill
I am working on Shape Engine 4.0 and wanted to share some sneak peeks of my progress.
I have overhauled the striped drawing functionality, added support for all closed shapes, and more.
#ShapeEngine #gamedev #raylib #programming #csharp #indiegamedev #gameengine
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[Shape Engine 4.0 Teaser] - Striped Fill
I am working on Shape Engine 4.0 and wanted to share some sneak peeks of my progress.
I have overhauled the striped drawing functionality, added support for all closed shapes, and more.
#ShapeEngine #gamedev #raylib #programming #csharp #indiegamedev #gameengine
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[Shape Engine 4.0 Teaser] - Striped Fill
I am working on Shape Engine 4.0 and wanted to share some sneak peeks of my progress.
I have overhauled the striped drawing functionality, added support for all closed shapes, and more.
#ShapeEngine #gamedev #raylib #programming #csharp #indiegamedev #gameengine
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[3.0 Release - Collision System 2.0]
This release aims to improve aggregating and handling collision/overlap/query information in the collision system, as well as other improvements and fixes. This update includes breaking changes, therefore I decided to make it a major release.
#ShapeEngine #raylib #gamedev #programming #csharp #indiedev #gameengine
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[3.0 Release - Collision System 2.0]
This release aims to improve aggregating and handling collision/overlap/query information in the collision system, as well as other improvements and fixes. This update includes breaking changes, therefore I decided to make it a major release.
#ShapeEngine #raylib #gamedev #programming #csharp #indiedev #gameengine
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[3.0 Release - Collision System 2.0]
This release aims to improve aggregating and handling collision/overlap/query information in the collision system, as well as other improvements and fixes. This update includes breaking changes, therefore I decided to make it a major release.
#ShapeEngine #raylib #gamedev #programming #csharp #indiedev #gameengine
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[3.0 Release - Collision System 2.0]
This release aims to improve aggregating and handling collision/overlap/query information in the collision system, as well as other improvements and fixes. This update includes breaking changes, therefore I decided to make it a major release.
#ShapeEngine #raylib #gamedev #programming #csharp #indiedev #gameengine
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[3.0 Release - Collision System 2.0]
This release aims to improve aggregating and handling collision/overlap/query information in the collision system, as well as other improvements and fixes. This update includes breaking changes, therefore I decided to make it a major release.
#ShapeEngine #raylib #gamedev #programming #csharp #indiedev #gameengine
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We reached 300 stars on GitHub! Thank you very much for the support :)
#ShapeEngine #gamedev #github #programming #csharp #indiedev #gameengine #gamedevelopment
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We reached 300 stars on GitHub! Thank you very much for the support :)
#ShapeEngine #gamedev #github #programming #csharp #indiedev #gameengine #gamedevelopment
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We reached 300 stars on GitHub! Thank you very much for the support :)
#ShapeEngine #gamedev #github #programming #csharp #indiedev #gameengine #gamedevelopment
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We reached 300 stars on GitHub! Thank you very much for the support :)
#ShapeEngine #gamedev #github #programming #csharp #indiedev #gameengine #gamedevelopment
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We reached 300 stars on GitHub! Thank you very much for the support :)
#ShapeEngine #gamedev #github #programming #csharp #indiedev #gameengine #gamedevelopment
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Originally, this release was planned to be the 1.2 release. I just wanted to add/overhaul a few things and make a release, but it grew into something much bigger. I realized that a 2.0 release makes much more sense, especially because of the breaking changes that this update comes with.
GitHub Release -> https://github.com/DaveGreen-Games/ShapeEngine/releases "https://github.com/DaveGreen-Games/ShapeEngine/releases"
#ShapeEngine #gamedev #indiegamedev #csharp #programming #gameengine #2d
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Originally, this release was planned to be the 1.2 release. I just wanted to add/overhaul a few things and make a release, but it grew into something much bigger. I realized that a 2.0 release makes much more sense, especially because of the breaking changes that this update comes with.
GitHub Release -> https://github.com/DaveGreen-Games/ShapeEngine/releases "https://github.com/DaveGreen-Games/ShapeEngine/releases"
#ShapeEngine #gamedev #indiegamedev #csharp #programming #gameengine #2d
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Originally, this release was planned to be the 1.2 release. I just wanted to add/overhaul a few things and make a release, but it grew into something much bigger. I realized that a 2.0 release makes much more sense, especially because of the breaking changes that this update comes with.
GitHub Release -> https://github.com/DaveGreen-Games/ShapeEngine/releases "https://github.com/DaveGreen-Games/ShapeEngine/releases"
#ShapeEngine #gamedev #indiegamedev #csharp #programming #gameengine #2d
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Originally, this release was planned to be the 1.2 release. I just wanted to add/overhaul a few things and make a release, but it grew into something much bigger. I realized that a 2.0 release makes much more sense, especially because of the breaking changes that this update comes with.
GitHub Release -> https://github.com/DaveGreen-Games/ShapeEngine/releases "https://github.com/DaveGreen-Games/ShapeEngine/releases"
#ShapeEngine #gamedev #indiegamedev #csharp #programming #gameengine #2d
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Originally, this release was planned to be the 1.2 release. I just wanted to add/overhaul a few things and make a release, but it grew into something much bigger. I realized that a 2.0 release makes much more sense, especially because of the breaking changes that this update comes with.
GitHub Release -> https://github.com/DaveGreen-Games/ShapeEngine/releases "https://github.com/DaveGreen-Games/ShapeEngine/releases"
#ShapeEngine #gamedev #indiegamedev #csharp #programming #gameengine #2d
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#ShapeEngine 1.0 is finally released. Initially, I just wanted to overhaul the input and audio system of Shape Engine, which turned into a year-long complete rework.
I think almost no area did not get changed or removed. I took some inspiration from Monogame on how to set up the basic game loop, and from Godot on how to overhaul my UI system and added many of my ideas.
Full release trailer -> https://youtu.be/fmx9zICSe3Q
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#ShapeEngine 1.0 is finally released. Initially, I just wanted to overhaul the input and audio system of Shape Engine, which turned into a year-long complete rework.
I think almost no area did not get changed or removed. I took some inspiration from Monogame on how to set up the basic game loop, and from Godot on how to overhaul my UI system and added many of my ideas.
Full release trailer -> https://youtu.be/fmx9zICSe3Q
-
#ShapeEngine 1.0 is finally released. Initially, I just wanted to overhaul the input and audio system of Shape Engine, which turned into a year-long complete rework.
I think almost no area did not get changed or removed. I took some inspiration from Monogame on how to set up the basic game loop, and from Godot on how to overhaul my UI system and added many of my ideas.
Full release trailer -> https://youtu.be/fmx9zICSe3Q
-
#ShapeEngine 1.0 is finally released. Initially, I just wanted to overhaul the input and audio system of Shape Engine, which turned into a year-long complete rework.
I think almost no area did not get changed or removed. I took some inspiration from Monogame on how to set up the basic game loop, and from Godot on how to overhaul my UI system and added many of my ideas.
Full release trailer -> https://youtu.be/fmx9zICSe3Q
-
#ShapeEngine 1.0 is finally released. Initially, I just wanted to overhaul the input and audio system of Shape Engine, which turned into a year-long complete rework.
I think almost no area did not get changed or removed. I took some inspiration from Monogame on how to set up the basic game loop, and from Godot on how to overhaul my UI system and added many of my ideas.
Full release trailer -> https://youtu.be/fmx9zICSe3Q
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[Dev Update #10] - UI 2.0
I completely revamped the UI system in ShapeEngine to be more user-friendly and robust. I was drawing inspiration from
#godotengine´s great UI system to make a similar system for #ShapeEngine.#raylib #gamedev #gamedevelopment #gameengine #indiedev #indiegamedev #csharp #programming
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[Dev Update #10] - UI 2.0
I completely revamped the UI system in ShapeEngine to be more user-friendly and robust. I was drawing inspiration from
#godotengine´s great UI system to make a similar system for #ShapeEngine.#raylib #gamedev #gamedevelopment #gameengine #indiedev #indiegamedev #csharp #programming