A hand-crafted 2D game library in Go
Various bug fixes. Added new Triangle type to allow for custom shaders on a set of Triangles. Added multisampling support.
The big changes from upgrading GLFW have been played with for a sufficient time to tag a non-beta v0.10.0. So here it is!
Rather busy right now, but hope to get some of the new proposed functionality into the next release.
Have a peek at the CHANGELOG to see what else is new with this release.
All changes are now documented in the Changelog so please have a look to see what's new.
Hello loyal Pixelers!
This release brings support for GLFW 3.3 and I know you've been excited for it. Some new features from the update are already in, and after a little bit more testing, proper gamepad support should be in the next release. (If you can test gamepads on a Mac, or with a PS controller, please take a look at https://github.com/faiface/pixel/pull/233 !!)
In just the brief few weeks that I've worked on this project as the new maintainer, I've been very impressed with the strong community support, and I feel this really distinguishes Pixel. Thanks to everyone who's contributed to this library, and especially thank you to its many users.
Please stay tuned, we hope to have lots more for you soon.
Less than a year ago I released Pixel 0.7. In the announcement, I declared that I will no longer be working on Pixel so much and instead leave the big things to contributors.
I am very happy to announce that despite this, Pixel is thriving. And it's not thanks to me but thanks to the great community and new contributors.
There are two big changes in this release. The first one is boring, the second one is extremely exciting.
Accompanying the shader support comes a new tutorial so you know how to use them.
This has been a great time for Pixel and I hope it continues to be. New contributors and users are always warmly welcomed. Just join the chat at https://gitter.im/pixellib/Lobby.
Almost a year ago, Pixel 0.6 was released. It's time for a new release!
So, let me introduce to you, the one and only Pixel 0.7.
This version is mostly an iterative update, an evolution upon Pixel 0.6, not a revolution. However, quite a few changes accumulated since 0.6. One big thing is audio. It's been around for a while, but only now we are announcing it officially. Let's get to the changes!
I made the original Pixel with though and care and I think we ended up with a decent library. Since then, I've moved on to other things and Pixel is no longer my main focus. But, there's still a lot of room for improvements. That's why I invite anyone who's interested to help Pixel thrive! Your contributions will be highly appreciated by me as well as many users of Pixel all around the world every day. Check out the short CONTRIBUTING guide to get started!
Huge thank you to everyone who contributed to or supported Pixel in any way! Special thanks go to:
Finally, approximately a month since the first public Pixel release, we're releasing Pixel 0.6.
Big thanks to everyone who contributed by sharing ideas, opening issues, or sending pull requests.
The main goal of 0.6 was text drawing. This goal was quickly accomplished and perfected over the last month. Few more features landed too.
Unfortunately, there are a few very important breaking changes in this release too. I decided to included them, because the old ways were starting to annoy me and I felt like these were the right changes to do. Hopefully, there will be no more breaking changes after this.
All tutorials and examples were updated according to the breaking changes.
complex128
to a simple struct
. This choice was made because although the complex128
implementation allowed for a very nice addition and subtraction using +
and -
operators, it complicated pretty much every other operation.SetMatrix
and SetColorMask
from Sprite
and replaced the simple sprite.Draw(target)
signature with sprite.Draw(target, matrix)
and sprite.DrawColorMask(target, matrix, mask)
methods. This choice was made, because it avoids a lot of typing and eliminates some state. The same change was done for Canvas
, although SetMatrix
and SetColorMask
methods were kept there, because they serve a different purpose.IMDraw
properties were changed from methods to fields. So now, instead of imd.Color(colornames.Red)
you write imd.Color = colornames.Red
. This is more convenient and allows for retrieving the value easily.examples/community
directory, for community examples: right now, there's a maze generator by Stephen Chavez
This is the first release of Pixel. I tagged it v0.5, because we're halfway towards v1.0 and v0.1 looks ugly.