Skip to content

Releases: oakes/play-cljc

0.9.6

Choose a tag to compare

@oakes oakes released this 16 Jul 13:01

This release adds more improvements to the matrix functions as well as the template.

0.9.5

Choose a tag to compare

@oakes oakes released this 09 Jul 11:03

This release includes great performance improvements thanks to @zsrail. It also includes a fix for the latest clojurescript that was causing the following error: Cannot read properties of undefined (reading 'get')

0.9.4

Choose a tag to compare

@oakes oakes released this 29 Aug 15:23

This release bumps iglu so you can now optionally write your shaders with GLSL strings.

0.9.2

Choose a tag to compare

@oakes oakes released this 12 Jul 15:31

This release allows iglu shaders to override the GLSL version via the :version key. Previously the compile function was forcing "330" for opengl and "300 es" for webgl no matter what you put in that key.

It also removes edna from the template. It is a relatively heavy dependency so it is best to not make people download it by default.

0.9.1

Choose a tag to compare

@oakes oakes released this 03 Jul 13:22

This release fixes the type hinting in play-cljc.math. The inverse matrix function should be even faster now.

0.9.0

Choose a tag to compare

@oakes oakes released this 01 Jul 15:38

This release removes vectorz-clj as a dependency. It was only brought in for its inverse matrix function, but the home-made one is now faster so it is being used all the time now.

0.8.9

Choose a tag to compare

@oakes oakes released this 30 Jun 22:54

This release bumps play-cljc.text so the text entities can use the new invert function.

0.8.8

Choose a tag to compare

@oakes oakes released this 01 Jul 17:32

This release adds play-cljc.transforms/invert, which applies an inverse matrix. This is a useful function for applying cameras to an entity. Previously, there was the play-cljc.transforms/camera function for doing this. It is still there but should not be used anymore.

For 2D entities, the camera function simply applied a reverse scaling matrix to whatever you did to the camera. This worked fine if all you did was translate the camera, but as of this release, you can now also scale or rotate it as well. With the old camera function, this wouldn't work as expected. But with the new invert function, it will give you the exact inverse. For example, if you rotate the camera clockwise, anything you invert with it will rotate counterclockwise. You can also now create a 2D camera with (play-cljc.gl.entities-2d/->camera), which is how you should always do it if you're going to use invert.

For 3D entities, invert and camera are the exact same. I think invert should be preferred because the name is more clear about what it does.

0.8.7

Choose a tag to compare

@oakes oakes released this 27 Jun 00:27

This release makes matrix multiplication two or three times faster.

0.8.6

Choose a tag to compare

@oakes oakes released this 18 Apr 19:43

This release lowers the required opengl version to 3.3 so play-cljc games can run on older hardware.