flutter3d_bridge 0.4.0
flutter3d_bridge: ^0.4.0 copied to clipboard
The binding between flutter3d and flutter3d_game: level geometry to mesh nodes, actors to visuals, weapons to view models.
0.4.0 #
- A level change releases what the level built. Both visuals classes kept
their models on a comment naming a shared cache that has never existed; they
now release them through the future, so a model that finishes reading after
its level ended is released the moment it arrives.
LoadedLevelremembers the brush meshes the loader uploaded and gaineddisposeto give them and the material maps back —RunSession.closeis the moment both are written for.FixtureVisualsgot the generation guard its sibling already had, so a late model no longer instantiates into a torn-down scene.
0.3.0 #
- A light fixture no longer casts a shadow into its own light. Every torch
in the crypt was drawing a black pyramid down the wall beneath it and a dark
apron across the floor: a torch's light sits a third of a metre out from the
wall, its bracket hangs in the same space, and a blocker that close to a point
light shadows everything the light reaches. Opt back in per fixture with
castsShadow: trueon the entity, for a shade whose pattern is the point. ActorVisualsdecides an animation's wrap and a model's yaw, so a death animation stops looping and a monster faces the way it moves.
0.2.0 #
- View models for a weapon held in the hands, and particle effects driven by what the simulation reported rather than by what it looks like.
- An actor is placed by its feet, which is how the level document means it.
0.1.0 #
- The binding between the two halves: level geometry to mesh nodes, actors to visuals, fixtures to the lights they drive.
- The one package allowed to know both
flutter3dandflutter3d_game.