ITADN
fibbojs/fibbo

版本发布 8

v0.0.200.0.20
? · 2025-07-17

Fix dependency configuration

v0.0.180.0.18
? · 2025-07-17

Fibbo is now a framework, based on Vite.

v0.0.180.0.18
? · 2025-07-17

Fibbo is now a framework, based on Vite.

v0.0.180.0.18
? · 2025-07-17

Fibbo is now a framework, based on Vite.

v0.0.180.0.18
? · 2025-07-17

Fibbo is now a framework, based on Vite.

v0.0.170.0.17
? · 2025-04-07

### 🚀 Features - Polyhedrons now support the `color` option, along with a dedicated getter and setter to modify the material color. ### 🏡 Chore - Configured [vitepress-plugin-llms](https://github.com/okineadev/vitepress-plugin-llms) to make the doc LLM-friendly - Add [`llms.txt`](https://fibbo.dev/llms.txt) and [`llms-full.txt`](https://fibbo.dev/llms-full.txt) - Keep markdown versions of the documentation so crawling for LLMs is easier ### ❤️ Thank You - @Gugustinette - @okineadev

v0.0.160.0.16
? · 2025-03-17

### 🚧 Breaking changes The scene is now an optional constructor that is included in the `options` argument for EVERY constructor. This means this : ```ts new FCuboid(scene, {...options}) ``` Can now be written like this (the scene will automatically be infered from context) : ```ts new FCuboid({...options}) ``` You can still pass the scene through `options` if needed : ```ts new FCuboid({ scene: scene ...options }) ``` ### ❤️ Thank You - @Gugustinette

v0.0.15 - Pipeline refactor0.0.15
? · 2025-03-02

### 🚧 Breaking changes - You can now add multiple controllers to a component, which mean the new way to attach a controller to a component is : `component.addController(new Controller())` ### 🚀 Features - Add a pipeline system - Fibbo now uses an internal system called pipelines, which abstract the concept of thread to handle different process separately, at different framerates - The main pipeline runs your end logic (components and controllers `frame` method), at nearly 60 FPS - The physic pipeline steps the physic engine, at exactly 30 FPS - The render pipeline handle the rendering (either Three.js or Pixi.js part) at max FPS, using interpolation with the physic objects to keep the rendering smooth ### 🩹 Fixes - The simulation no longer runs in inactive tabs, which will prevent objects of going through each other because of big time steps ### ❤️ Thank You - @Gugustinette - @neomodulo