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RedGem 0.2.0 (experimental)

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@carlosdanielpohlod carlosdanielpohlod released this 15 Oct 00:14
· 241 commits to main since this release

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.