Indigo

Indigo

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Indigo

  • Indigo's Development Status

Getting started

  • Setup & Configuration
  • Hello, Indigo!
  • Examples
  • Mill & SBT Game Templates

Organising your game

  • Boot & Start Up
  • Game Entry Points
  • Scenes & Scene Management
  • SubSystems

The game loop

  • Events
  • Frame context
  • Outcome Type

Presentation

  • Animation
  • Audio
  • Depth & Layers
  • Effects
  • Lighting
  • Materials
  • Primitives & Building Blocks
  • SceneUpdateFragment Type
  • Text & Fonts
  • UI Components

Working with Time

  • Signals & Signal Functions
  • Time Varying Values

Platform & Publishing

  • Assets & Asset Loading
  • Cross Platform Publishing
  • File Format Importers
  • User Input Handling
  • Loading & Saving Data
  • Logging
  • Networking

Other information

  • Alternatives to Indigo
  • Glossary
  • Key Concepts
  • Model, ViewModel, & View
  • Motivation & Constraints
  • Performance
  • Prior Art
  • Rendering Technology

Glossary

A

Automata

A type of subsystem used to manage simple autonomous particles.

B

C

D

Dice

A pseudo-random number generator seeded on the current frames running time to facilitate testing and issue reproduction.

E

Entry point

The main interface an Indigo game developer is exposed to when trying to write a game. It is a user friendly game template that constructs the Frame Processor that Indigo needs to run your game, and starts the game engine.

Event

A description of an action that is emitted during a frame and made available to the subsequent frame, such as a keyboard event.

F

Frame Independence

Movement that is adjusted to account for the time elapsed between frames in order to proceed at a consistent rate.

G

GameTime

A sample of the current time provided to every frame. All computations are assumed to happen instantly at the time given.

H

I

InputState

The current state of input devices like the keyboard, mouse or game pad.

J

K

L

M

N

O

Outcome

Used to gather state and events that were the result of a frame update.

P

Q

R

Referential Transparency

The ability to reliably replace a function call and arguments, with the result type and observe no change.

S

Scene

A part of your game that represents a particular stage like a screen or a level.

Scene Update Fragment

A piece of the final scene to be presented that can be combined with other pieces to form the final scene.

Signal

A function that produces a value for given time. Used in procedural animation.

Signal Function

A combinator used to manipulate, process, and compose Signals.

SubSystem

A small, well encapsulated game that can be combined with the main game. Used to organise sections of you game and to manages tasks and processes in the background.

T

Time Varying Value

A value that is updated automatically based on some behavior and the time delta between frames.

U

V

W

X

Y

Z

← Alternatives to IndigoKey Concepts →
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