fledge_ecs 0.3.1
fledge_ecs: ^0.3.1 copied to clipboard
A Bevy-inspired Entity Component System (ECS) for Dart and Flutter game development.
0.3.1 #
- FIX(fledge_ecs): explicit before/after overrides registration-order conflict edges. (e698e92f)
- FIX: bump versions to stable. (13c9aa7f)
- FIX(fledge_render_2d): fix null safety error on private field. (6378bb1e)
- FIX(fledge): update dependencies, upgrade melos to v7. (e513327a)
- FIX: update dependencies to latest stable versions. (9e696757)
- FIX(fledge_input): fix timing issue for action resolution. (62356b0d)
- FIX(fledge_ecs): create missing getters. (e8f8ee3b)
- FEAT(fledge_ecs): fan-out before/after when multiple systems share a name. (664c4fd9)
- FEAT: upgrade tiled version. (306fdb67)
- FEAT: v0.2 engine restructure — 2D/2.5D desktop game engine. (bf7c2b6c)
- FEAT(examples): add new drifter game demo. (c126a144)
- FEAT(fledge_net): add network packet encryption. (843c1c99)
- FEAT(fledge_save): create fledge_save package. (48a3a327)
- FEAT(fledge_ecs): add game checkpoint api. (3b140dcc)
- FEAT(fledge_physics): extract collision engine into new package. (cc31acc0)
- FEAT(fledge_tiled): refactor TilemapSpawnConfig API. (35b12d1e)
- FEAT(fledge_ecs): add advanced disposal functions. (79479d10)
- FEAT: initial commit. (0e057c5a)
- DOCS(fledge_ecs): schedule_label comments reflect that App.tick drives fixed/extract/render. (82292987)
0.3.0 #
- FIX(fledge_ecs): explicit before/after overrides registration-order conflict edges. (e698e92f)
- FIX: bump versions to stable. (13c9aa7f)
- FIX(fledge_render_2d): fix null safety error on private field. (6378bb1e)
- FIX(fledge): update dependencies, upgrade melos to v7. (e513327a)
- FIX: update dependencies to latest stable versions. (9e696757)
- FIX(fledge_input): fix timing issue for action resolution. (62356b0d)
- FIX(fledge_ecs): create missing getters. (e8f8ee3b)
- FEAT(fledge_ecs): fan-out before/after when multiple systems share a name. (664c4fd9)
- FEAT: upgrade tiled version. (306fdb67)
- FEAT: v0.2 engine restructure — 2D/2.5D desktop game engine. (bf7c2b6c)
- FEAT(examples): add new drifter game demo. (c126a144)
- FEAT(fledge_net): add network packet encryption. (843c1c99)
- FEAT(fledge_save): create fledge_save package. (48a3a327)
- FEAT(fledge_ecs): add game checkpoint api. (3b140dcc)
- FEAT(fledge_physics): extract collision engine into new package. (cc31acc0)
- FEAT(fledge_tiled): refactor TilemapSpawnConfig API. (35b12d1e)
- FEAT(fledge_ecs): add advanced disposal functions. (79479d10)
- FEAT: initial commit. (0e057c5a)
- DOCS(fledge_ecs): schedule_label comments reflect that App.tick drives fixed/extract/render. (82292987)
Changelog #
0.2.2 - 2026-09-21 #
0.2.1 - 2026-09-20 #
Changed #
- SDK floor bumped to Dart
>=3.11.0(was 3.6). Matches the workspace-wide floor required byanalyzer13.x+ andflutter_soloud4.x+.
0.2.0 - 2026-09-20 #
Changed #
- Scheduler rewritten around named schedule graph (
Schedules+Scheduler);stage:argument onaddSystemrenamed toschedule:. App.tick()restructured to drive extract + render schedules on top of the main schedule.- Query iterators snapshot archetype membership at iter start, fixing a silent-drop bug when systems spawned/despawned matching entities mid-iteration.
Added #
FixedTimestepresource and fixed-timestep dispatch chain (Schedules.fixedUpdate).Query1..4<T>/QueryMut1..4<T>marker types; reads/writes are now inferred from the marker in generator output.WallTime/WallTimePluginfor real-time clocks.
Deprecated #
Time/TimePlugin— useWallTime/WallTimePlugin.
0.1.14 - 2026-04-14 #
0.1.13 - 2026-04-14 #
0.1.12 - 2026-04-14 #
0.1.11 - 2026-01-21 #
0.1.10 - 2026-01-06 #
0.1.9 - 2026-01-06 #
0.1.8 - 2026-01-06 #
0.1.6 - 2026-01-05 #
0.1.5 - 2026-01-04 #
0.1.4 - 2026-01-04 #
0.1.3 - 2026-01-04 #
0.1.2 - 2026-01-03 #
0.1.1 - 2025-01-03 #
Added #
- Session checkpoint API for managing session vs game-level state:
App.markSessionCheckpoint()- Mark current plugins as session-levelApp.resetToSessionCheckpoint()- Reset to session state, cleanup game plugins
World.resetGameState()- Clear entities, archetypes, and events while preserving resourcesSchedule.clear()- Remove all systems from all stagesSystemStage.clear()- Remove all systems from a stageWorld.archetypeCount- Get total number of archetypesWorld.resourceCount- Get total number of resourcse
0.1.0 - 2025-01-02 #
Added #
- Initial release of fledge_ecs
- Entity and Component system with typed queries
- World management for entities and resources
- System scheduling with stages and ordering
- Resource management for global state
- Event system for inter-system communication
- Plugin architecture for modular game features
- Query system:
query,query2,query3,query4for multi-component queries - Time plugin with delta time tracking
- Entity commands: spawn, despawn, insert, remove