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Created February 22, 2021 16:22
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GGEZ Tracking Issue (MMDC)

As follows is a list of known bugs in GGEZ:

  • Key events have patchy support of non english keyboard layouts.
  • Resize events and Canvas::with_window_size() return the logical window size, this plays havoc with per pixel sensitive shaders
  • The filesystem module cannot load compressed zip files, why not? Compression has been important in game design since the dawn of graphics.
  • Chip-sets as new as Sandybridge don't support OpenGL3.2 (Windows 10) this is totally unacceptable for a 2D casual game engine, however is fixable but requires 3 things to make it work:
    1. Back end support for querying available versions before starting OpenGL
    2. Supporting overriding the default shader
    3. Setting the OpenGL version (already supported)
  • Using primusrun (Nvidia Prime for Linux) returns Error: WindowCreationError(NoAvailablePixelFormat), but works with optirun (Open Source alternative)

What follows is a list of missing features that would be really very helpful for building larger games in GGEZ:

  • Identifying the length (in pixels) of a rendered string (useful for layout) Turns out it does this.
  • Networking events, like seriously, no networking?
  • More modular aproach to graphics backends, allowing loading the backend as a seperate crate i.e. GGEZ-Vulkan = 0.1.0 (I can dream right?)
  • Disabling the graphics module would be useful for unit testing and or when you have the insane idea to build a text mode game.
  • An example about saving games would be nice
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