scene_dash_v2 0.6.0 copy "scene_dash_v2: ^0.6.0" to clipboard
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ECS gameplay architecture for flutter_scene 3D games: entities, systems, schedules, events, state machines, input, physics, reactive widgets, headless tests.

Changelog #

0.6.0 #

  • SceneTransform sync writes a node only when its transform or bound node changed (or the node's matrix was replaced); unchanged entities cost about half as much per frame.
  • Scene mounting tracks NodeRef row changes instead of rescanning every bound entity. A node shared by several entities stays mounted until the last one drops it, and every entity whose node is mounted is Mounted.
  • EntityBuilder.matching takes where: (q) => q.having<T>() instead of require:/exclude: Type lists.
  • Game.emit routes like world.emit.
  • Requires scene_dash_v2_core 0.6.0.

0.5.6 #

  • upgrade to flutter scene 0.24

0.5.5 #

  • breaking: removed equals from EntityBuilder, WorldBuilder, and WorldBuilder.pulse. select now compares lists, sets, maps, and iterables by contents, one level deep, against a kept copy, so returning a live list works without copying it.
  • WorldBuilder.pulse passes that kept copy to trigger as previous, so in-place changes are visible to it.
  • EntityBuilder.matching keeps its entity while it matches and skips rescans until a watched store changes. Per-frame cost no longer grows with world size.
  • Split the combat sample's skill bar into one builder per slot.
  • Requires scene_dash_v2_core 0.5.4.

0.5.4 #

  • Fix transform sync leaving a node's authored decomposition stale, so a later node.rotation/node.scale write snapped it back.
  • Fix headless games booted with physics: never running fixed schedules.
  • Ignore onTick after shutdown instead of throwing every frame.
  • Remove the unused Game.dispatch. use world.sendEvent or world.emit.

0.5.3 #

  • Dispose widget event readers on unmount instead of retaining a reader pool.
  • Complete scene-driver and frame-notifier cleanup when app shutdown fails.
  • Send unclaimed-component diagnostics to the default debug diagnostic sink.
  • Update node-binding documentation and compile representative examples in CI.
  • Remove the inspector widgets, inspector snapshot API, package references, documentation, and example overlay controls.
  • Add equals: to both EntityBuilder forms and document snapshot selections.
  • Prevent event callback failures from replaying UI effects; report failures through Flutter and continue delivering the batch.
  • Reject negative polling intervals and non-finite or non-positive pulse durations, including when widgets update in release builds.
  • Refresh entity and world selections when widgets update, including during polling intervals.
  • Reset pulse feedback on game and builder mode changes while preserving active feedback across parent rebuilds.
  • Restart polling when the game or interval change.

0.5.2 #

  • A variety of ordering fixes for events and command buffers.

0.5.1 #

  • breaking: removed debugDraw since flutterscene now provides DebugDraw itself.
  • upgrade to flutter_scene 0.23
  • updated examples

0.5.0 #

  • upgrade to flutter scene 0.22.1 and introduces a way to use authored components for .fscene in ecs via installSceneBaker

0.4.0 #

  • upgrade deps

0.3.0 #

  • adds gameTween, vector3Tween, colorTween, smoothTo and moveToward

0.2.0 #

  • adds new routine mechanism for better organizing sequenced game logic

0.1.3 #

  • adds custom schedules feature

0.1.2 #

  • minor fixes for pub dev

0.1.0 #

First release.

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ECS gameplay architecture for flutter_scene 3D games: entities, systems, schedules, events, state machines, input, physics, reactive widgets, headless tests.

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License

MIT (license)

Dependencies

flutter, flutter_scene, scene_dash_v2_core, vector_math

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