indigo
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An FP game engine for Scala.
`BaseEntityShader` contains this, `COLOR = vec4(0.0f)`, which seems wrong to me. Either it shouldn't be black or it shouldn't be supplied as the fragment function argument? :thinking:
Could be fiddly, but technically you don't need to depth sort any pixel art that is a combo of fully opaque and fully transparent pixels. Using the depth buffer instead,...
Sometimes it's useful to be able to scroll a UI element when content overflows. For this I propose a ScrollableGroup that would provide horizontal and vertical scroll bars if the...
When a page is switched out (such as the user switching tabs) it would be useful to know that the visibility state has changed. This will allow us to pause...
The point of cloning is to sacrifice usability / convenience for raw speed, but at the moment we force all users to allocated an object per clone. Could we offer...
One of the parts of Indigo that I've always disliked, but that I put in long before I know what I was doing, is Indigo's `GlobalEvent` trait. The advantage of...
A sub system that takes an asset bundle to load and a function that renders a view given a percentage loaded, for easy loading screens.
This isn't as easy as it sounds, but there are cases where it's useful to know if a collider is touching another collider. In a platformer, knowing / enquiring if...
Needs be benchmarked! I noticed a long time ago that using `foldLeft` was noticeably slower than other approaches like tail recursion. Not sure why that should be the case given...
Not sure about this one, but I was thinking about a pressure plate in a platformer where you want it to respond to the weight of the player but then...