StinkyEngine 2.0.16

There is a newer version of this package available.
See the version list below for details.
dotnet add package StinkyEngine --version 2.0.16
NuGet\Install-Package StinkyEngine -Version 2.0.16
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="StinkyEngine" Version="2.0.16" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add StinkyEngine --version 2.0.16
#r "nuget: StinkyEngine, 2.0.16"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install StinkyEngine as a Cake Addin
#addin nuget:?package=StinkyEngine&version=2.0.16

// Install StinkyEngine as a Cake Tool
#tool nuget:?package=StinkyEngine&version=2.0.16

StinkyEngine is a semi-lowend game engine with a powerful entity/UI hybrid ECS. It offers fast and easy creation of custom entities in just seconds. The engine comes with a full set of systems that make game development easier, without forcing you to use a specific approach. You have the freedom to use the systems in any way that suits your needs.

To create a new Project?

Use the StinkyEngine package template instead of doing it manually. It will set up your new projects very easily.

  1. Install dotnet 6 or above. Can install it here: https://dotnet.microsoft.com/en-us/download
  2. Once dotnet is installed, load up your command line and type:
dotnet new install StinkyEngine.Templates.CSharp
  1. Locate to a folder where you like to create a StinkyEngine project and type:
dotnet new stinky -n <project name>
  1. Done!
Product Compatible and additional computed target framework versions.
.NET net6.0 is compatible.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated
2.4.7 89 4/23/2024
2.4.6 87 4/12/2024
2.4.5 84 4/6/2024
2.4.4 70 4/5/2024
2.4.3 72 4/5/2024
2.4.2 76 4/5/2024
2.3.5 99 2/23/2024
2.3.0 107 1/13/2024
2.2.9 85 1/12/2024
2.2.8 84 1/11/2024
2.2.7 111 1/6/2024
2.2.5 91 12/31/2023
2.2.2 82 12/29/2023
2.2.0 85 12/29/2023
2.1.3 102 11/25/2023
2.1.2 125 10/23/2023
2.1.0 132 9/16/2023
2.0.25 163 7/5/2023
2.0.23 144 7/2/2023
2.0.22 145 7/2/2023
2.0.21 154 7/2/2023
2.0.20 149 6/29/2023
2.0.19 144 6/29/2023
2.0.18 143 6/28/2023
2.0.17 134 6/26/2023
2.0.16 138 6/25/2023
2.0.9 146 4/24/2023
2.0.5 214 4/2/2023
1.9.8 265 3/11/2023
1.9.7 225 3/9/2023
1.9.6 201 3/9/2023
1.9.5 196 3/9/2023

- Added MacOs Bundle flag in GameSettings. If you have compiled as a MacOs
     Bundle, this flag may be useful to request or load files.
     - Added GetTilesFromRegion for tiles that don't have the same width/height.
     - Added MapToWorld and WorldToMap for tiles that don't have the same width/height
     - Added Tweens for Vector2 types
     - Added CoroutineUtils.ContinueWhenAll(...)
     - Fixed a bug in TextUtils.FormatText(...)
     - Added Camera.CameraEasingType
     - Added Fixed tile gap bug with camera.
     - Added Performance counters of (active time, lowest time and highest time)
     it took to update and draw at the ScreenManager and Screen level.
     - A bug within FindEntity(...). It would cause a crash if it couldnt find the entity.
     - The static version of GetSingleton was moved to Engine.
     - Added FormatTextAndMeasure in TextUtils
     - Removed a bunch of redundent code from TextUtils.
     - Fixed Camera position bug.
     - Added SetCamera in Screen and Entity. Able to override camera or copy a camera to another
     screen.
     - Added "ReleaseMode" in settings to detect if the game in development or released. It will
     also disable the window deveoper information OR any tools you have used for developer/release
     mode only.
     - Added a shortcut to Screen and Entity to Settings.IsReleaseMode for easier access.
     - Added VectorUtils.LookAt Vector2 to an angle / rotation
     - Added VectorUtils.AngleTo Rotation / angle back to a Vector2.
     - Added Getchild(index), able to grab children by their index.
     - Added StatusPoint and StatPoint. Able to create and calculate your stats of choice.
     - Added Parent to StatusPoint to bind those to creatures or parent objects.
     - Added ParentAs to easly cast the object to your parent of choice.
     - Added Count, Remove, Clear to StatusPoint.
     - Added Property helpers to StatPoint to make it easier to grab coroutines, signals, etc.
     - Added MasterVolume to Sound Manager
     - Revamped FastRandom:
     - Replaced NextFloat(), NextInt(), NextDouble(), NextBool() to Float(), Intenger(), Double(),
     Bool()
     - Added Byte() and Byte(min, max)
     - Cleaned up some byte code.
     - Added FloatExtentions:
     - Added IsInteger(): To check if the float value is comparable to an int value 1.0, 2.0, etc.
     - Added IsFloat(): To check if the flaot value is not comparable to an int value: 0.1, 1.5,
     etc
     - Rename StatPoint to StatusPointValue to make it easier to use or understand the use of it.
     - Switched StatusPointValue of any TValue of choice. Will be to use any value instead of float
     only.
     - Added Tags to Screens.
     - Added Enum versions to Entity.AddTag() and Screen.AddTag().
     - Added GetScreenByTag to ScreenManager and Screen.
     - Added Entity.HasScreen()
     - Fixed spelling from Screen.TryGetScene() to Screen.TryGetScreen()
     - Added Graph based AStar.
     - Added Entity.Index. Return back the position where the entity is stored from the screen
     entity pool or parent entity.
     - Fixed bug when trying to request the Tileset uid from a Tilemap Layer.
     - Added Map.GetTilesetById() and Map.TryGetTilesetById()
     - Fixed a few bugs within Log.
     - Added PrintWithObject in Log. Able to print the problem/report the object with the log
     message.
     - Added Invoke in Entity and Screen. Able to delay before a method is exucted.
     - Added InvokeRepeat, very simular to Entity or Screen Invoke except the delay will repeat
     until the screen or entity is destroyed.