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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
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make it so that
ui::Imagecan accept eithergraphics::Imageorgraphics::Canvas -
make it so that there's a
Drawabletrait that hasfn draw<Q: IntoQuad>(&self, quad: Q, target: &mut Target), so thatui::Imageaccepts a&dyn Drawabletrait object.
1 is the most logical given t
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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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Dec 1, 2020 - HTML
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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Remove the InputActionEvent class since it has been replaced by an Event.
This issue should be done on the v0.5 branch since it contains the Event rework.
Places to look at :
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InputActionEventheader](https://github.com/Sygmei/ObEngine/blob/v0.5/includ
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In GitLab by @Comigo on Feb 24, 2019, 21:14
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