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An FP game engine for Scala.

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Currently `QuadTree`s use a `List` in the background to store the quads, this is probably very slow. Would be good to benchmark, possibly against [RTree2D](https://github.com/plokhotnyuk/rtree2d) as a reference implementation?

👋 As I was following the setup tutorial, while I was able to get it working without too much friction, it occured to me my experience may not be typical...

Depth sorting is expensive, and if you've carefully prepared your layer/group to be in the correct order, it might be nice to save the effort of re-sorting?

(node:72328) electron: The default of nativeWindowOpen is deprecated and will be changing from false to true in Electron 15. See https://github.com/electron/electron/issues/28511 for more information.

The shader library generation code used in Indigo was recently reused and improved in the roguelike starter kit. If its generally useful (solves the "define" problem for example) maybe it...

Sometimes we need to be able to make use of preprocessors, for example if we need to set the length of UBO arrays. The way JavaScript folks seem to do...

Indigo's render pipeline works in a few stages (*waves hands*), that might be: 1. Describe the scene (SceneUpdateFragment). 2. Process the scene and events. 3. Convert scene into "display objects"....

We have no events for what happens if we can't read or write to local storage.

Why? Well passing large amounts of data to a shader is expensive - but not if that data is disguised as a texture. `TextBox` is using a canvas in the...

Currently you can have multiple textures, but they must be on the same atlas (achieved through asset tagging). But it's a bothersome limitation.