indigo
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An FP game engine for Scala.
The current subsystem is a cut down version of the full Elm arch, but sometimes you're ok with a subsystem that doesn't render anything - e.g. the Tyrian bridge -...
...and decide on some sensible settings. Might be worth finally looking into the dev/prod settings business to make local dev more tolerable...
@mprevel has done a fantastic job producing a new path finder for Indigo, I've integrated it into a project and it works perfectly. :muscle: I would however like to work...
The timeline animation DSL is nice, but some of the IDE driven API discoverability is lost due to nested objects. Is there a more straight-forward builder pattern that could be...
The Tyrian Bridge has moved into the Indigo repo, and this has played havoc with the docs generation. After the next release (whatever comes after 0.15.2), look at the TODOs...
Once upon a time, we just used a globally installed Electron, and all was good, because there was no delay caused by NPM checking that the local install was present...
This is the problem where an object is moving so quickly that it's next move iteration jumps it to the other side of an object that it ought to have...
Possibly after: https://github.com/PurpleKingdomGames/roguelike-starterkit/issues/50
I thought there was something for this (maybe another issue?) but I can't see anything. It would be good to be able to ask an animation if it's finished, and...
With the exception of sprite, Indigo makes the user manage all aspects of their game's state. Removing sprite's magic state management would be another step towards engine simplification.