StinkyEngine 2.0.21

There is a newer version of this package available.
See the version list below for details.
dotnet add package StinkyEngine --version 2.0.21
NuGet\Install-Package StinkyEngine -Version 2.0.21
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="2.0.21" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add StinkyEngine --version 2.0.21
#r "nuget: StinkyEngine, 2.0.21"
#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=2.0.21

// Install StinkyEngine as a Cake Tool
#tool nuget:?package=StinkyEngine&version=2.0.21

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 a helper function to easily cast the parent of a type.
     - Added float distance and DistanceSquared from Vect2.
     - Added PrintTabbed and PrintMany in Log.
     - Removed AnimationBag and Animation as a Custom pipelines.
     - Cleaned up code in Spritesheet.
     - BeforeDraw, AfterDraw, BeforeUpdate, and AfterUpdate functionalities for entities. Primarily
     utilized with custom entities, these features enable the handling of specific logic before or
     after their display.
     updates its children.
     - Also Added BeforeDraw/AfterDraw update, AfterUpdate/Draw on screens too.
     - Moved Engine related states to its own methods. Wont need to call base.OnEnter() /
     Base.OnCreate on your own code / wont break your entities if you forget those supers.
     - Resolved a bug that occurred when attempting to add multiple entities in a deep chain while
     the screen was not yet ready.
     - Renamed ConnectSignal to Connect
     - Renamed DisconnectSignal to Disconnect
     - Renamed EmitSignal to Emit
     - Added EmitDelayed
     - Added Mouse to Input actions
     - added support for Action-based Strength and strength calculation from Thumbsticks and
     triggers. This feature is primarily intended for gamepads, enabling the determination of
     strength levels based on button pressure.
     - Added Mouse Wheel support.
     - Renamed function names mouse, keyboard, and Gamepad to make it more clear.
     - Input actions can now detect if a button is released instead of only single press or down.