Ashley (Scirra)
Ashley (Scirra)
We didn't. We have a hack in place to float a video element over the canvas. This works because you can play videos from across origins in a kind of...
+1
The default export settings in Construct will bundle everything in to package.nw, so presumably the majority of Construct games do that. Unless you look in there, it is probably indistinguishable...
I just want to pitch in and highlight the use case of using workers. With OffscreenCanvas it's now becoming feasible to run an entire game engine in a worker. However...
The difficult thing about audio playback is that while AudioContext works for a lot of things, it is designed around fully-decoded, fully-decompressed audio buffers. This is unsuitable for long music...
Here's a theory: when the DB times out and would throw InvalidStateError, if you then create two transactions simultaneously, maybe both fail and it races _tryReconnect. It doesn't look like...
Did this get addressed by 1.7.3? It looks like there were updates to `_tryReconnect`, but it still calls `_deferReadiness` without waiting for it.
In the end we just moved to our own lightweight wrapper over IndexedDB, and all the errors relating to DataError, InvalidStateError, NotFoundError, UnknownError and AbortError went away. (Still a few...
Ah, thanks, `--inject_libraries=false` does the trick and works around this for bundle mode. I guess bundle mode has a different default depending on the compilation level? The [Flags and Options](https://github.com/google/closure-compiler/wiki/Flags-and-Options)...
Yes, I think this is basically a "file by file" case - we're basically using Closure Compiler as just a minifier, because it is probably the most sophisticated minifier anyone's...