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›All posts

All posts

  • Indigo 0.9.2 Released
  • Indigo 0.9.1 Released
  • Post-Mortem: "RoguelikeDev Does The Complete Roguelike Tutorial" in Scala
  • Indigo 0.9.0 Released
  • Indigo 0.8.2 Released
  • Indigo 0.8.1 Released
  • Indigo 0.8.0 Released
  • Indigo 0.7.0 Released
  • Indigo Dev Log 2: It's all about the shaders...
  • Indigo Dev Log 1: Rethinking Indigo's Renderer

Indigo 0.9.2 Released

September 9, 2021

Dave Smith

This release contains two seemingly small bug fixes / corrections that could significantly change the look of your game. As luck would have it, they have been around for several versions and have gone unnoticed until the day after the previous release.

  • Loaded images are now correctly unpacked with premultiplied alpha.
  • Shape fill colours have had premultiplication removed.

Full details of this release can be found on github.

Indigo 0.9.1 Released

September 7, 2021

Dave Smith

Details of the major changes found in Indigo 0.9.1:

  • Updated! Cameras...
  • New HitArea UI Component
  • Standard Materials can tile and stretch to fit
  • ShaderPrimitive Improvements

Full details of this release can be found on github.

Post-Mortem: "RoguelikeDev Does The Complete Roguelike Tutorial" in Scala

August 17, 2021

Dave Smith

"A early screenshot of a roguelike made with Indigo"

This is a brief post-mortem of my attempt to do the "RoguelikeDev Does The Complete Roguelike Tutorial" in Scala.

I've been asked on several occasions if it would be possible to build a roguelike using Indigo?

My answer has always been that it should be possible, but that it would probably be challenging because Indigo isn't built for rendering lots of text.

About a month before this year's annual "RoguelikeDev Does The Complete Roguelike Tutorial" I was asked again, and decided it was time to find out if it really was possible or not!

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Indigo 0.9.0 Released

July 6, 2021

Dave Smith

Details of the major changes found in Indigo 0.9.0:

  • New! Scene Camera (Early preview, feedback welcome)
  • Dynamic shader loading
  • Improved texture support in shaders
  • Built-in primitives have Material type parameter
  • Caching of custom packed UBO data

Full details of this release can be found on github.

Indigo 0.8.2 Released

May 30, 2021

Dave Smith

This is a bug fix release that resolves an issue with entity nodes incorrectly rendering textures.

Full details of this release can be found on github.

Indigo 0.8.1 Released

May 20, 2021

Dave Smith

This is an important bug fix release that resolves rendering problems on Windows machines (including browsers on Windows).

Full details of this release can be found on github.

Indigo 0.8.0 Released

May 17, 2021

Dave Smith

This release is the first Scala 3.0.0 release, and drops support for Scala 2.

Aside from a number of important bug fixes, this release also includes an early version of a new TextBox primitive and support for font assets.

Full details of this release can be found on github.

Indigo 0.7.0 Released

April 11, 2021

Dave Smith

This release is a total rewrite of Indigo’s rendering process to make it flexible and customisable.

Full details of this release with migration notes can be found on github.

"Comparison of the old and new rendering pipelines."

(The diagram above attempts to show how this release has changed the rendering process.)

Indigo Dev Log 2: It's all about the shaders...

March 24, 2021

Dave Smith

"pixel art being refracted through a normal map to give the illusion of a lens."

Thought I’d try a different format this time to see if I can make it easier to write these things. Hopefully it will encourage me to do it more often. Aiming for a sort of agile / stand-up / update format.

TL;DR

Next version is coming along nicely, lots of new exciting stuff going into it. The only technical hurdle ahead of me is to reimplement dynamic lighting, and hopefully make it better! After that I’ll begin prepping the next release.

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Indigo Dev Log 1: Rethinking Indigo's Renderer

February 18, 2021

Dave Smith

The current work in progress is to re-think Indigo’s rendering pipeline. This isn’t the first time I’ve gone back to the drawing board, but it is the first time since Indigo’s launch. Since this is going to mean a bit of a longer wait between releases than usual, I thought I ought to explain what’s happening and report on my progress so far..

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