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Releases: carlosdanielpohlod/redgem

RedGem 0.3.0 (experimental)

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@carlosdanielpohlod carlosdanielpohlod released this 18 Oct 12:45
9a78c2d

Experimental release.

Downloads

System File Then
Linux (x86_64) redgem-linux-x86_64.tar.gz unpack, run bin/redgem. Needs OpenGL 3.3, AVX2, and glibc 2.38 with GCC 13's libstdc++ or newer (Ubuntu 24.04 and later). Builds games for Linux, Windows and Android.
Windows (x86_64) redgem-windows-x86_64.zip unpack, run redgem.exe. Compiled from Linux and tried under Wine only. Builds games for Windows.
macOS, Apple Silicon redgem-macos-arm64.zip unpack, right-click RedGem.app > Open the first time (not signed by Apple). macOS 11 or newer.
macOS, Intel redgem-macos-x86_64.zip same.

The macOS builds were built and tested on GitHub's macOS machines (the editor opens and passes its system test there), which have no graphics card and draw in software. They have not been tried on a real Mac yet: reports are welcome. Android games were built from the Linux download but not run on a phone or an emulator for this release.

New since 0.2.0

  • Dedicated server: redgem-server runs a game with no display, for players to join. Each room runs on its own thread, and the server's Save is a SQLite database. A game can approve each player who joins (after a login, for example), in relay rooms too.
  • Multiplayer messages in a compact binary format: smaller and faster than before, with positions sent as compact changes. Games of 0.2.0 and 0.3.0 do not play together, and say so.
  • Big outdoor worlds: skeletons of up to 1024 bones (no more fixed shader limit), thousands of copies of a model drawn at once with Scatter.place, and animations kept in step across machines.
  • Texts in translation files: every text the editor and games show lives in a locale file (English for now), so a game can be translated.
  • Effects and materials: particles that change size, color and transparency over their life, flipbook particles, soft and lit particles, lights whose color and brightness scripts change, and blended or dithered (see-through) materials.
  • Outdoor lighting: the sky picture (HDR) lights the scene, cascaded soft shadows from the sun, MSAA, and Scatter copies with tints, fading in the distance and normals that follow the ground.
  • Temporal anti-aliasing: antialias = "temporal" smooths edges and shimmering foliage.
  • Record a game to a video: redgem <game> --record out.mp4 plays the game frame by frame into a video, at any size (needs ffmpeg).
  • Many fixes from reviews of the work above, of multiplayer and the dedicated server, and of the engine's correctness (object identity, handles, number rules, a native Vector3).

See KNOWN_LIMITATIONS.md for what is missing.

RedGem 0.2.0 (experimental)

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@carlosdanielpohlod carlosdanielpohlod released this 15 Oct 00:14

Experimental release.

Downloads

System File Then
Linux (x86_64) redgem-linux-x86_64.tar.gz unpack, run bin/redgem. Needs OpenGL 3.3, AVX2 and glibc 2.39 or newer (Ubuntu 24.04 and later). Builds games for Linux, Windows and Android.
Windows (x86_64) redgem-windows-x86_64.zip unpack, run redgem.exe. Compiled from Linux and tried under Wine only. Builds games for Windows.
macOS, Apple Silicon redgem-macos-arm64.zip unpack, right-click RedGem.app > Open the first time (not signed by Apple).
macOS, Intel redgem-macos-x86_64.zip same.

The macOS builds were built and tested on GitHub's macOS machines (the editor opens and passes its system test there), which have no graphics card and draw in software. They have not been tried on a real Mac yet: reports are welcome.

New since 0.1.0

  • The editor on macOS, Apple Silicon and Intel.
  • Your own models and sounds: drop .glb files and sounds from your file manager onto the editor window.
  • Terrain is easier to find and use: new ground comes with the brush on, and the Scene view says how to sculpt.
  • Multiplayer fixes: a spawned object its owner destroys is gone on every machine; messages that arrive just before a disconnect are delivered; resend requests are rationed.
  • A game has an id in game.json, so its save survives moving the folder.
  • Templates are plain folders, and the title, pause and end screens exist once (GameMenu).
  • A built game is redgem-player, the small program that plays a game and nothing else; the relay is its own program, redgem-relay.
  • The engine's code was reorganised into small files with one job each, with many new tests (783 unit cases). Games written for 0.1.0 work unchanged.

See KNOWN_LIMITATIONS.md for what is missing.

RedGem 0.1.0 (experimental)

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@carlosdanielpohlod carlosdanielpohlod released this 12 Oct 02:37

First experimental release.

  • Linux (x86_64): unpack and run bin/redgem. Needs OpenGL 3.3, a processor with AVX2 and glibc 2.39 or newer (Ubuntu 24.04 and later). Builds games for Linux, Windows and Android.
  • Windows (x86_64): unpack and run redgem.exe. Compiled from Linux and only tried under Wine so far, not on a real Windows machine. Builds games for Windows.

Both carry the platformer, driving and city demos. See KNOWN_LIMITATIONS.md for what is missing.