Infrastructure and Release Management All things related to CI/CD, automation, servers, and hosting. It also covers all things involved in Release Management, such as building for platforms, schedules, announcements, etc. Rendering The rendering category is where you can discuss all your interesting pixels you have produced (or want to produce) with others. If you have a rendering technique you would like to see implemented, have other general feedback or want to open an RFC for rendering, this is the place to go to! Mobile Platform This category is for all topics related to running Amethyst-based games on mobile platforms. The primary focus is iOS and Android, but can include any OS meant for portable devices. Editor and Tools In the editor and tools category you can discuss all sorts of tooling surrounding the engine itself. While the editor isn’t made yet, it’s the primary subject of conversations here, mainly because of its size. If you have any ideas or thoughts about it, this is where you put those thoughts! Engine The engine category covers topics such as how the various parts of Amethyst fit together. Whether it’s physics, animation, sound, or documentation, post it here! If there are other topics that don’t fit in any other category, you may use this. Documentation This category is for the Documentation Team to talk, plan, and, well, document things. UI The UI category is dedicated to the user interface related systems and design questions.<br> Task board: <a href=""></a> Org Showcase For the discussion of projects lead by the Showcase team, namely the Showcase Product and Tech Demos. ECS For discussion about the <a href="">specs</a> and <a href="">nitric</a> projects. Preferably pertaining to their use in conjunction with Amethyst, but exceptions can be made. Audio Regarding the development of Amethyst’s audio systems. Web The web category is one small but fancy little category, mostly concerning things like styling and server stuff. If you’re just visiting the forums for game development, this isn’t the place to go. If you are interested in web stuff however, you’ll feel right at home. Networking This category is for discussion of all network and networking sync things. The most relevant crates are: <a href=""></a> and <a href=""></a>. Scripting This category is for all topic related to integration of scripting languages into the engine. This covers discussion over the engine API, the implementation of new languages and language-specific questions.
About the Development Category [Development] (1)
Design patterns for NPC behavior [ECS] (4)
Igneous: A path to a usable engine [Engine] (20)
Sorting Through the Mio Mess ( 2 ) [Networking] (32)
Menu Design [Org Showcase] (11)
Identifiers: Explicit Generics VS Auto-generated + bindings [Engine] (17)
Legacy branches and unmaintained changes [Engine] (1)
More implementation details on the LuaJIT integration [Scripting] (1)
The constant cycle of rewriting and how we can put it to an end [Development] (20)
Demo Game: Evolution Island [MVP] ( 2 ) [Org Showcase] (21)
By Popular Request: Basics of Game Networking [Networking] (1)
Refactoring audio, seeking input [Development] (6)
Evolution Island and the Showcase Team [Org Showcase] (2)
Showcase Team Tools and Workflow [Org Showcase] (3)
Demo Game: Evolution Island [Initial prototype + Dev Planning] [Org Showcase] (5)
Release Management Process ( 2 3 ) [Infrastructure and Release Management] (44)
Amethyst Feature Gates [Development] (10)
Demo Game: Evolution Island [Aspirational Doc] [Development] (4)
Rendy is released! [Rendering] (5)
Laminar, Mio, and IOCP Potential Issue [Networking] (3)
A little feedback [Development] (5)
Documentation portal proposal [Documentation] (4)
Showcase Product pre-planning, Round 2 [Org Showcase] (20)
Ideas gathering: Use IPC to let engine and tools communicate [Editor and Tools] (8)
WebAssembly Target [Development] (4)
Showcase Product pre-planning ( 2 ) [Org Showcase] (34)
Request for comment: Tilemap extension [Engine] (17)
Moving to [Web] (5)
Removing prefabs from a majority of examples? [Documentation] (6)
Dylibs vs Multi-process loading in the editor ( 2 3 ) [Editor and Tools] (42)