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::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 vf/entity-debug and vf/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 to float***
Add ability to inherit from a component (struct) with comp-merge,
also add comp-name and comp-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 and vp/defnc
A VybeComponent that has function pointers fields described with [:fn ...]
can receive a VybeCFn and a normal clojure function!
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)
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 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