Skip to content

Latest commit

 

History

History
179 lines (146 loc) · 4.91 KB

File metadata and controls

179 lines (146 loc) · 4.91 KB

Changelog

All notable changes to vix/game are documented in this file.

V5

Added

  • Added GameExportConfig.
  • Added GameExporter.
  • Added GameExportManifest.
  • Added GameExportAsset.
  • Added GameAssetPipeline.
  • Added export.json generation during game export.
  • Added asset scanning for exported game projects.
  • Added asset type detection:
    • image
    • text
    • binary
  • Added temporary and cache file filtering for asset export.
  • Added exported asset metadata in export.json.
  • Added vix game export CLI command.
  • Added V5 vix new --game template.
  • Added generated game.package.json support for exported game projects.
  • Added generated assets/ directory support.
  • Added generated README for game projects.
  • Added generated Scene + GameRuntime example.
  • Added export_project example.

Changed

  • GameExporter now reads game.package.json when available.
  • GameExporter now uses package metadata for:
    • export name
    • version
    • asset root
    • output directory
  • GameExporter now writes an inspectable export manifest.
  • vix dev now waits for file changes after a short-lived game exits cleanly instead of restarting it in a loop.
  • vix new --game now generates a more complete runtime-first game project.

Fixed

  • Fixed generated game template workflow with vix build, vix run, vix dev, and vix game export.
  • Fixed CLI game command support through VIX_CLI_HAS_GAME.
  • Fixed export manifest copied file count consistency.
  • Fixed asset pipeline ignoring .gitkeep and temporary/cache files.

V4

Added

  • Added GameRuntime as the main runtime coordinator.
  • Added GameContext backend installation helpers.
  • Added headless runtime flow with NullWindow and NullRenderer.
  • Added SDL window backend.
  • Added SDL input mapping.
  • Added SDL renderer backend.
  • Added SDL texture upload.
  • Added SDL sprite rendering.
  • Added Sprite.
  • Added DrawSpriteCommand.
  • Added RuntimeDiagnostics.
  • Added scene inspection APIs.
  • Added editor runtime inspection APIs.
  • Added SDL window/input example.
  • Added SDL renderer demo.
  • Added sprite demo.
  • Added V4 architecture tests.

Changed

  • Improved runtime layering around App, GameRuntime, and GameContext.
  • Improved renderer backend separation.
  • Improved SDL integration while keeping the module backend-independent.
  • Improved examples for real window, input, renderer, and sprite flows.

Fixed

  • Fixed headless runtime behavior for tests and CI.
  • Fixed SDL window and renderer integration path.
  • Fixed runtime diagnostics coverage for V4 architecture.

V3

Added

  • Added GameContext.
  • Added GameRuntime.
  • Added EditorContext.
  • Added EditorRuntime.
  • Added SceneRuntime.
  • Added ScriptRuntime.
  • Added AudioRuntime.
  • Added PhysicsRuntime.
  • Added GamePackage.
  • Added game package metadata model.
  • Added vix new --game initial template.
  • Added V3 runtime smoke example.

Changed

  • Split orchestration logic into dedicated runtime layers.
  • Moved toward a cleaner architecture where App remains the root facade instead of becoming a full engine object.
  • Prepared the module for editor, scripting, audio, physics, and packaging workflows.

V2

Added

  • Added input module.
  • Added InputSystem.
  • Added input actions.
  • Added input keys and buttons.
  • Added window abstraction.
  • Added Window.
  • Added WindowBackend.
  • Added NullWindow.
  • Added renderer abstraction.
  • Added Renderer.
  • Added RendererBackend.
  • Added NullRenderer.
  • Added 2D rendering foundation.
  • Added Renderer2D.
  • Added Render2DSystem.
  • Added camera, color, rect, vector, sprite-related foundations.
  • Added asset cache.
  • Added async asset loading.
  • Added scene serialization.
  • Added stronger ECS iteration APIs.

Changed

  • Expanded the module beyond the first application loop foundation.
  • Improved separation between input, window, renderer, assets, and scenes.
  • Prepared the architecture for real backends without forcing any specific backend.

V1

Added

  • Added App.
  • Added AppConfig.
  • Added application lifecycle.
  • Added GameLoop.
  • Added TimeStep.
  • Added Frame.
  • Added fixed update support.
  • Added Event.
  • Added EventBus.
  • Added EventType.
  • Added Scene.
  • Added SceneId.
  • Added SceneManager.
  • Added simple ECS-style Registry.
  • Added Entity.
  • Added EntityId.
  • Added Component.
  • Added System.
  • Added Asset.
  • Added AssetId.
  • Added AssetManager.
  • Added AssetPath.
  • Added AssetType.
  • Added JobSystem.
  • Added JobHandle.
  • Added JobPriority.
  • Added examples.
  • Added unit tests.

Changed

  • Established the first stable foundation for building games, simulations, tools, and custom engines on top of Vix.cpp.

Notes

vix/game is intentionally not a full game engine.

It provides a modular C++ foundation for developers who want to build their own runtime, engine, tools, simulations, or game architecture on top of Vix.cpp.