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## Engine Updates
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### ggez 0.8.0-rc0
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### [ggez] 0.8.0-rc0
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[ggez](https://github.com/ggez/ggez) by ([@icefoxen](https://github.com/icefoxen)), [@nobbele](https://github.com/nobbele), [@PSteinhaus](https://github.com/PSteinhaus)
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is a cross-platform game framework for making 2D games with minimum friction. It aims to implement an API based on the LÖVE game framework.
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[ggez] by [@icefoxen], [@nobbele] and [@PSteinhaus] is a cross-platform game
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framework for making 2D games with minimum friction. It aims to implement an
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API based on the LÖVE game framework.
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This version has finally moved ggez away from pre-ll gfx and into the world
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of [wgpu]! This hopefully means less bugs, greater stability and easier
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maintainability at the cost of some low performance devices such as the
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Raspberry Pi.
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This version has finally moved ggez away from pre-ll gfx and into the world of [wgpu](https://github.com/gfx-rs/wgpu)! This hopefully means less bugs, greater stability and easier maintainability at the cost of some low performance devices such as the raspberry pi.
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As for the user-facing API:
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As for the user-facing API, instead of module functions we now use methods on sub-contexts which look like `ctx.keyboard.is_key_pressed(key)`. You are now required to pass around an explicit canvas to draw onto. DrawParam now has a z (aka layer) parameter so you don't have to draw objects in order. And shaders are far easier to use now that use normal Rust structs with a simple derive.
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- Instead of module functions, you now have methods on sub-contexts, which
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look like `ctx.keyboard.is_key_pressed(key)`.
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- You are now required to pass around an explicit canvas to draw onto.
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-`DrawParam` now has a Z (aka layer) parameter, so you don't have to draw objects in order.
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- Shaders are far easier to use, via normal Rust structs with a simple derive.
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As this is a rather large update and a first release candidate, there are plenty of bugs we are currently working on fixing, and please send us any issues you encounter at [GitHub](https://github.com/ggez/ggez/issues)!
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As this is a rather large update and a first release candidate, there are plenty of bugs
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that are currently being fixed - please send us any issues you encounter to their
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