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GamePKG 0.1.10 — Native Linux builds, Vulkan and networking
Build now targets the current Linux operating system and CPU directly. Build Wasm and Play Wasm are separate controls. Native C ports no longer need wasi-libc; the optional Wasm compiler has a saved C/WASI tools folder setting.
Desktop rendering defaults to Vulkan. OpenGL remains selectable in Settings. Signed network permissions now enable bounded HTTPS GET and TCP/UDP multiplayer connections, including explicitly declared TCP listeners. Games use host services and receive no direct sockets or filesystem access.
Native Linux games run in a separate isolated worker with a mandatory syscall allowlist, memory ceilings, tick deadlines and integrity-checked executable snapshots. The source policy still prohibits guest crates, macros, aliases and indirect calls. ROMs remain selected per game and are read in place.
Validation: 195 Rust tests, formatting, Clippy, 19 good/seven bad examples, native and core/component networking, Vulkan shader/texture pixels, native DOOM and Zelda gameplay, remembered ROM selections, native 2048 and Windows executable smoke check. Both archives include dependency source/notices and matching checksums; no ROMs or private keys are included.
Platform limit: direct native game compilation currently requires Linux. The Windows app retains explicit Wasm build/play controls and its configured Linux compiler exchange. This release does not provide a Windows native game compiler.