Releases: pfeodrippe/vybe
Releases · pfeodrippe/vybe
Start `VybeC`, improve overtone support + many other improvements
v0.7.469
- Make non-pointers constant by default
- Support
^:mut
- Support
vf/del
now can delete the entity itself as well- Use safe eval for model loading
- Use dynamic fns by defaults in
vybe.c
::vc/standalone
flag was added so you can have the dynamic fns
inlined again- Watch global fn pointers vars (if any) so we can have hot reloading
- Create
vybe.game.system
for default systems - Create
vybe.math
for common math functions - Allow
[:vg.anim/loop :vg.gltf.anim/some-animation]
tag, usable from blender - Add
vg/with-drawing-fx
so it's easier to use effects- Add
vg/fx-painting
for a painting-like effect
- Add
- Add
vf/entity-debug
andvf/systems-debug
- Add
vj/ContactManifold
- Improve error for VybeC compilation
- Add
mixer.fs
v0.7.444
- Support multiple GLTF scenes
- Use
pfeodrippe/sonic-pi
fork where we add the ATK plugin - Add
vy.u/app-resource
for getting resource correctly - Using the ATK plugin, we add a directional scsynthdef file to the project ( you can
refer to it in synths.scs file) (the synthdef file can be extracted in run time with
vy.u/app-resource
) - Support immediate mode (same as no readonly mode) for systems with
:vf/immediate
- Support typed pointers, e.g.
[:* [:* [:* :float]]]
corresponds tofloat***
- Add ability to inherit from a component (struct) with
comp-merge
,
also addcomp-name
andcomp-fields
- Create
vybe.c
to transpile from CLJ to C- Tested (using Github Actions) in OSX, Windows and Linux
- Use
clang
also for static analysis - Can call generated C function
- Add
vp/p*
- Add
vp/fnc
andvp/defnc
- A
VybeComponent
that has function pointers fields described with[:fn ...]
can receive aVybeCFn
and a normal clojure function!
- A
- Seamless integration, using Vybe wrappers, with jextract generated code
- The macro/function acting as a wrapper has to contain
:vybe/fn-meta
with
at least:fn-desc
(function description) and:fn-address
(address of the
C function)
- The macro/function acting as a wrapper has to contain
- Add
vp/update-aliases!
so we can create aliases for components for a better
integration with jextract layouts - Support
tap>
from C, you can use it as you would normally use from CLJ- Even by integrating with tools like Portal!
- Add ability to reset the globals in a cfn (useful for hot reloading, for example)
v0.6.338
- Add target and slot support
- Move transform system to C
- Add IDerefable Ref
- Add zig_src for being able to write systems in zig instead of c
- Move vybe_transform from C to zig
v0.4.302
- Add multiplayer
- Add
vybe.network
- Support hole punchings (see
server.py
)- There is a digital ocean server that you can use to initiate the process
- You can use
:vg/sync
for an entity that should be networked sync - You can use
:vg/networked
to say which components should be networked sync
- Add
- Add RayGui
- Support unions in components
v0.4.165
- Besides OSX, the sample (in the vybe-games repo) is now known to work on a Windows
0.4.141
- Create github action for Mac, Linux and Windows
- Mac, Linux and Windows packages are now published by Github Actions
- Create
vg/start!
as the game wrapper so we can abstract some implementation details - Add
vf/event!
- Emit event when body contact is added
- Add
:vf/unique
component trait, it forces a component to be applied to one entity
only, removing it from all the others entities - Add on click and on hover events
- Support
:vf/disabled
for systems and observers - Support getting source for any term (e.g. parent) by using :vf/entity
- Rename
vf/get-name
tovf/get-rep
, re-addvf/get-name
, but now it returns a string (flecs path) - Add
vybe.clerk
ns- Add systems/observers charts
- Expose option to enable the remote (rest) api
- Add Clerk docs tab
- Add JoltPhysicSharp
- Use latest Jolt (support for soft bodies!)
- Support linked GLTF meshes
- Make pointers (VybePMap) const if you use the default Flecs access modifier (:in)
- Use rotations from GLTF file to set physics
- Create VyBody and modify jolt functions to return it instead of just the ID
- Use
w
as the storage for everything, removeenv
v0.1.67
- Add
vf/ref
operator to refer to existing components - Add
vf/del
operator to flag an component for deletion - Add jolt
- Add raycast
- Create VybePOpaque to represent memory segments
- GLTF loading now also loads physics (statically)
- Using the axis aligned bounding box (AABB) method only
- Allow dynamic flecs queries
- Add Flecs observers
- Allow datalog-like queries using Flecs
- Query scopes
- Variables
- Sources
- See https://github.com/SanderMertens/flecs/blob/v4/docs/Queries.md
:vg/dynamic
converts meshes to dynamic objects (AABB)