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A Flutter based game engine.
# Description Make resource creation be on demand to enable testing. Basically changes how the `Resource` class work: * resources are lazily loaded * the Resource class is responsible for...
The image data read back is in a pre-multiplied state. Convert it back to straight alpha before brightening and then premultiply. This just makes the colors go to white though:...
# Description The idea is to provide some sort of "context" API for components to share render-time information with indirect descendants. Use cases can include: * the `currentCamera` value which...
# Description Change to 32-bit vector_math to not have to not have incompatible types with 3D and shader code. ## Checklist - [x] I have followed the [Contributor Guide] when...
# Description Replace this text. ## Checklist - [ ] I have followed the [Contributor Guide] when preparing my PR. - [ ] I have updated/added tests for ALL new/updated/fixed...
### What could be improved Stop using vector_math_64 ### Why should this be improved Because we don't need all that precision and it makes it annoying to work with numbers...
### Problem to solve A very common, necessity on Gamedev is the post-processing of pixels. This enables the creation of special effects, for example: - Reflections - Refractions - Fog...
### What happened? ``` CollisionType [Sweep] correct collisions with many involved collidables (failed) Expected: true Actual: package:matcher expect test/collisions/collision_type_test.dart 193:9 main.. ``` It is using seeds for everything, but somehow...
### Problem to solve When building multiple overlays, I caught myself changing `initialActiveOverlays` and reloading quite a few times. ### Proposal It would be nice if there was some sort...
### Problem to solve The ability to style a rectangular position component with radius for border, border radius, border color, background color, border shadow (blur, color and offset), etc. and...