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Dimension-agnostic game engine kernel for Flutter: an ECS, native memory pools and ring buffers, scenes, a fixed-tick simulation isolate, hierarchy, assets and the GameView widget.

0.1.1 #

Documentation only. No code changes.

The README now opens with the column-and-row model and a code example, and says plainly that a 2D game should depend on goo2d instead.

0.1.0 #

First published release. The dimension-agnostic kernel is real and tested:

  • ECSEntity, Component, GameSystem, Query, GameEvent.
  • Storage — the native memory pool and ring buffers behind dart:ffi, with DataDescriptor computing struct layouts at runtime.
  • Simulation — the fixed-tick loop, the scheduler, and GameScene, run on their own isolate.
  • HierarchyChild/Parent and composed world transforms.
  • Input, assets, coroutines and timelines, plus GameView for the Flutter side.
  • CommandsSinkCommand/SignalCommand over the shared record layer (ParamDescriptor, ParamPointer, ParamBatch, ParamBuffer), which good_net reuses instead of reimplements.

Not here yet: array-typed DataDescriptor fields in the codegen path, dependency-based system ordering (compareTo is the mechanism today), and audio playback — AudioClip decodes, but there is no backend or mixer. Web is unsupported: the kernel needs dart:ffi and isolates.

0.0.1 #

  • Initial split from goo2d: dimension-agnostic ECS kernel, memory pool, ring buffer, scenes, fixed-tick loop, hierarchy, and generic asset registry. Never published.
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Dimension-agnostic game engine kernel for Flutter: an ECS, native memory pools and ring buffers, scenes, a fixed-tick simulation isolate, hierarchy, assets and the GameView widget.

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archive, cryptography, ffi, flutter, gamepads, meta, vector_math

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