I'm refactoring code today, and Wolf Engine's main `Engine` type just evaporated into `(EventLoop, Context<Data>)`.
RIP, `Engine`, you will be missed.
Got the the high-level Window API merged! It's a good step towards making the engine usable. I'm planning to implement an integration crate for Winit to push along-side release v0.26.
It's very exciting to have things coming together!
#enginedev #gamedev #wolfengine
Released Wolf Engine v0.25 today!
This one is a small update. Just some new helper functions, and some changes to the event system in preparation for some bigger features I'll be working on soon. Window system, inputs, and 2d graphics are the next steps I think.
#wolfengine #gametools #enginedev #gamedev
Looks like #WolfEngine failed to publish last night. I guess the bin-style of internal dependencies doesn't work for libraries, and everything needs to be published.
Oops.
Hopefully the fix will work just fine.
Kinda feels weird to be staging v0.24, and this is all there is. lol
This release was all about going back to basics, ig.
#wolfengine is getting some pretty major reworks this week. I was unhappy with how a lot of things were (not) coming together, so I decided to start fresh with new design. Essentially, I'm splitting the core, and framework stuff into separate packages, and greatly simplifying everything.
Good news is, the base engine is MUCH better now, and that's just the basic stuff. The old design was to over-engineered, and was difficult to manage. I think it's real easy to forget the KISS rule sometimes.
I've been doing some experimentation with #wolfengine, a custom game engine I'm building, on #android today. Finally got an Android dev environment set up, and made a simple "Hello, World" style program. As a pleasant surprise, the engine just builds and runs on Android as-is. I was expecting to have to put in much more work. Now I just have to figure out how to get windowing and graphics working on here. Wish me luck.