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proxy.golang.org : github.com/hajimehoshi/ebiten/v2
Package ebiten provides graphics and input API to develop a 2D game. You can start the game by calling the function RunGame. In the API document, 'the main thread' means the goroutine in init(), main() and their callees without 'go' statement. It is assured that 'the main thread' runs on the OS main thread. There are some Ebitengine functions (e.g., DeviceScaleFactor) that must be called on the main thread under some conditions (typically, before ebiten.RunGame is called). `EBITENGINE_SCREENSHOT_KEY` environment variable specifies the key to take a screenshot. For example, if you run your game with `EBITENGINE_SCREENSHOT_KEY=q`, you can take a game screen's screenshot by pressing Q key. This works only on desktops and browsers. `EBITENGINE_INTERNAL_IMAGES_KEY` environment variable specifies the key to dump all the internal images. This is valid only when the build tag 'ebitenginedebug' is specified. This works only on desktops and browsers. `EBITENGINE_GRAPHICS_LIBRARY` environment variable specifies the graphics library. If the specified graphics library is not available, RunGame returns an error. This environment variable works when RunGame is called or RunGameWithOptions is called with GraphicsLibraryAuto. This can take one of the following value: `EBITENGINE_DIRECTX` environment variable specifies various parameters for DirectX. You can specify multiple values separated by a comma. The default value is empty (i.e. no parameters). The options taking arguments are exclusive, and if multiples are specified, the lastly specified value is adopted. The possible values for the option "version" are "11" and "12". If the version is not specified, the default version 11 is adopted. On Xbox, the "version" option is ignored and DirectX 12 is always adopted. The option "featurelevel" is valid only for DirectX 12. The possible values are "11_0", "11_1", "12_0", "12_1", and "12_2". The default value is "11_0". `ebitenginedebug` outputs a log of graphics commands. This is useful to know what happens in Ebitengine. In general, the number of graphics commands affects the performance of your game. `ebitenginegldebug` enables a debug mode for OpenGL. This is valid only when the graphics library is OpenGL. This affects performance very much. `ebitenginesinglethread` disables Ebitengine's thread safety to unlock maximum performance. If you use this you will have to manage threads yourself. Functions like `SetWindowSize` will no longer be concurrent-safe with this build tag. They must be called from the main thread or the same goroutine as the given game's callback functions like Update `ebitenginesinglethread` works only with desktops and consoles. `ebitenginesinglethread` was deprecated as of v2.7. Use RunGameOptions.SingleThread instead. `microsoftgdk` is for Microsoft GDK (e.g. Xbox). `nintendosdk` is for NintendoSDK (e.g. Nintendo Switch). `nintendosdkprofile` enables a profiler for NintendoSDK. `playstation5` is for PlayStation 5.
Registry
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Source
- Documentation
- JSON
- codemeta.json
purl: pkg:golang/github.com/hajimehoshi/ebiten/v2
Keywords:
ebiten
, ebitengine
, game
, game-2d
, game-development
, game-engine
, game-engine-2d
, game-library
, gamedev
, go
, golang
, golang-library
License: Apache-2.0
Latest release: 18 days ago
First release: about 5 years ago
Namespace: github.com/hajimehoshi/ebiten
Dependent packages: 660
Dependent repositories: 580
Stars: 12,488 on GitHub
Forks: 729 on GitHub
Total Commits: 9030
Committers: 93
Average commits per author: 97.097
Development Distribution Score (DDS): 0.05
More commit stats: commits.ecosyste.ms
See more repository details: repos.ecosyste.ms
Funding links: https://github.com/sponsors/hajimehoshi, https://patreon.com/hajimehoshi_
Last synced: about 21 hours ago