- 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:
- Back end support for querying available versions before starting OpenGL
- Supporting overriding the default shader
- Setting the OpenGL version (already supported)
- Using
primusrun
(Nvidia Prime for Linux) returnsError: WindowCreationError(NoAvailablePixelFormat)
, but works withoptirun
(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