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Split korge
into korge-render
and korge
#2209
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That move makes much sense in my eyes :) I would then base Korge-fleks on top of Korge-render since I am writing my custom render views currently to draw the sprites, parallax background, etc. |
I'm Back after a long break. Regarding this I have plans to create -core versions of all the libraries, then make that korge-render will use that. Korge base will still provide the view system as it is for compatibility. Then we can evolve the other part differently. I would like to have a system that could be used to render both views and anything renderable not using views. Maybe we could make something more official using fleks, and your work too at that layer. Maybe we can make a call when I get up to date with everything to discuss these things and do something that makes sense? |
The DIV game studio sounds interesting. It looks like to be something more high level to create games with like Pico8? I haven't used anything of that kind yet. I think it would make sense to base such a specialized game engine on an ECS. It would be at least a stand-out-of-the-masses critera for a Korge based high level game engine. :) I am currently quite happy how the (custom) ParallaxRenderView implementation looks and works in Korge-fleks. It makes things much easier than having to deal with Views for every single texture which needs to be controlled independently as I did it before. The next thing would be to implement a SpriteAnimationSystem as an extension of my already existing SpriteRenderView in Korge-fleks. |
Cool. I also had an experiment I wanted to do called In any case first I want to do the libraries split into core variants and make korge-render just depend on the core while being able to use full variants if wanted. Let's see how it goes. |
korge-render won't have views, but will have batcher, events, etc.
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