-
Updated
Dec 25, 2021 - C++
Game engine
Game engines are software frameworks for game development. Game engines do the heavy lifting for developers so they can focus on other aspects of game development.
Here are 4,236 public repositories matching this topic...
-
Updated
Dec 17, 2021
-
Updated
Dec 6, 2021 - C++
-
Updated
Dec 19, 2021 - JavaScript
-
Updated
Dec 23, 2021 - JavaScript
-
Updated
Dec 24, 2021 - Rust
Required skills: Python
Difficulty: Easy
For the initial asset conversion, openage provides textual output to signal which stage of conversion has been reached. The output usually looks like this:
INFO [py] converting metadata
INFO [py] [0] palette
INFO [py] [1] empires.dat
INFO [py] Starting conversion...
INFO [py] Extracting Genie data...
INFO [py] Creating API-like ob
-
Updated
Dec 22, 2021 - C#
-
Updated
Dec 25, 2021 - Rust
-
Updated
Oct 1, 2021
Currently we expose some controls in the debug panel to allow for quick state resets as well as state save/restore:
These make use of the local client reducer to manipulate the cl
-
Updated
Dec 24, 2021 - C
Tasks
- Fix ron file to use expected format
Reproduction Steps
cd examples/animation && cargo run
What Actually Happened
[ERROR][distill_daemon::file_asset_source] Error processing pair at Some("/shareddata/share/prog/rust/amethyst/examples/animation/assets/prefab/animation.ron"): 8:1: Expected map
[ERROR][distill_daemon::file_asset_source] Error processing pair at Some("/sh
-
Updated
Dec 22, 2021 - JavaScript
-
Updated
Dec 24, 2021 - C++
-
Updated
Dec 23, 2021 - C++
What could be improved
Based on this issue: flame-engine/flame#954, I noticed that we could also go for the same approach for the packages' unit/widget tests execution,
-
Updated
Dec 24, 2021 - Go
-
Updated
Sep 30, 2021 - C#
-
Updated
Dec 24, 2021 - C#
-
Updated
Dec 25, 2021 - C++
-
Updated
Dec 21, 2021 - C++
-
Updated
Oct 14, 2021 - Go
-
Updated
Dec 20, 2021 - C++
-
Updated
Jul 11, 2021 - JavaScript
Is your feature request related to a problem? Please describe.
Easy to work around but no reason to prevent users to add multiple lights on the same entity.
Use case:
Ambient and directional light to have just one entity handling 'sun light', directional for direct and ambient for indirect.
Spot and point light for a lighthouse's beam.
- Wikipedia
- Wikipedia

See:
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras