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#shapeengine — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #shapeengine, aggregated by home.social.

  1. [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.

    #raylib #gameengine #gamedev #programming #csharp #indiedev

  2. [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.

    #raylib #gameengine #gamedev #programming #csharp #indiedev

  3. [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.

    #raylib #gameengine #gamedev #programming #csharp #indiedev

  4. [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.

    #raylib #gameengine #gamedev #programming #csharp #indiedev

  5. [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.

    #raylib #gameengine #gamedev #programming #csharp #indiedev

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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!

    #ShapeEngine #raylib #programming #csharp #gameengine

  12. 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!

    #ShapeEngine #raylib #programming #csharp #gameengine

  13. 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!

    #ShapeEngine #raylib #programming #csharp #gameengine

  14. 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!

    #ShapeEngine #raylib #programming #csharp #gameengine

  15. 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!

    #ShapeEngine #raylib #programming #csharp #gameengine

  16. 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 (davegreen-games.github.io/Shap), and Intellisense xml summaries for various IDEs will be released with version 5.0. Stay tuned!

    #raylib #gamedev #gameengine #2d #shapes #indiegamedev

  17. 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 (davegreen-games.github.io/Shap), and Intellisense xml summaries for various IDEs will be released with version 5.0. Stay tuned!

    #raylib #gamedev #gameengine #2d #shapes #indiegamedev

  18. 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 (davegreen-games.github.io/Shap), and Intellisense xml summaries for various IDEs will be released with version 5.0. Stay tuned!

    #raylib #gamedev #gameengine #2d #shapes #indiegamedev

  19. 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 (davegreen-games.github.io/Shap), and Intellisense xml summaries for various IDEs will be released with version 5.0. Stay tuned!

    #raylib #gamedev #gameengine #2d #shapes #indiegamedev

  20. 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 (davegreen-games.github.io/Shap), and Intellisense xml summaries for various IDEs will be released with version 5.0. Stay tuned!

    #raylib #gamedev #gameengine #2d #shapes #indiegamedev

  21. [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

  22. [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

  23. [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

  24. [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

  25. [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

  26. [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

  27. [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

  28. [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

  29. [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

    youtu.be/Ag8rDXmvHwk

  30. [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

    youtu.be/Ag8rDXmvHwk

  31. [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

    youtu.be/Ag8rDXmvHwk

  32. [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

    youtu.be/Ag8rDXmvHwk

  33. [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

    youtu.be/Ag8rDXmvHwk

  34. 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.

    youtu.be/Jbae8znfTTs

    GitHub Release -> github.com/DaveGreen-Games/Sha "github.com/DaveGreen-Games/Sha"

    #ShapeEngine #gamedev #indiegamedev #csharp #programming #gameengine #2d

  35. 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.

    youtu.be/Jbae8znfTTs

    GitHub Release -> github.com/DaveGreen-Games/Sha "github.com/DaveGreen-Games/Sha"

    #ShapeEngine #gamedev #indiegamedev #csharp #programming #gameengine #2d

  36. 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.

    youtu.be/Jbae8znfTTs

    GitHub Release -> github.com/DaveGreen-Games/Sha "github.com/DaveGreen-Games/Sha"

    #ShapeEngine #gamedev #indiegamedev #csharp #programming #gameengine #2d

  37. 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.

    youtu.be/Jbae8znfTTs

    GitHub Release -> github.com/DaveGreen-Games/Sha "github.com/DaveGreen-Games/Sha"

    #ShapeEngine #gamedev #indiegamedev #csharp #programming #gameengine #2d

  38. 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.

    youtu.be/Jbae8znfTTs

    GitHub Release -> github.com/DaveGreen-Games/Sha "github.com/DaveGreen-Games/Sha"

    #ShapeEngine #gamedev #indiegamedev #csharp #programming #gameengine #2d

  39. #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 -> youtu.be/fmx9zICSe3Q

    #gamedev #indiedev #raylib #gameengine #programming #csharp

  40. #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 -> youtu.be/fmx9zICSe3Q

    #gamedev #indiedev #raylib #gameengine #programming #csharp

  41. #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 -> youtu.be/fmx9zICSe3Q

    #gamedev #indiedev #raylib #gameengine #programming #csharp

  42. #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 -> youtu.be/fmx9zICSe3Q

    #gamedev #indiedev #raylib #gameengine #programming #csharp

  43. #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 -> youtu.be/fmx9zICSe3Q

    #gamedev #indiedev #raylib #gameengine #programming #csharp

  44. [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

  45. [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