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mode-lambda - sprite-based 2D graphics engine

mode-lambda - sprite-based 2D graphics engine

Try running...

racket -l mode-lambda/examples/one

NOTE: XXX layer-camera branch is an attempt to clean up parameters

MAYBE:

  • parents for localized rotation? (skeletal animation)

  • rotation about a different origin

  • make animated gif creator (add screenshots to GL)

  • ensure that layers can be used effectively for minimap

  • add something like pict-finders

  • trim/reposition inside a sprite (could be used for "blowing up" something?)

  • make effects compatible with retroarch (or just get a much better crt effect)

  • support full retina resolution: https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/CapturingScreenContents/CapturingScreenContents.html#//apple_ref/doc/uid/TP40012302-CH10-SW33 [or not because we just scale anyways]

  • better crt? http://gamasutra.com/blogs/KylePittman/20150420/241442/CRT_Simulation_in_Super_Win_the_Game.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraFeatureArticles+%28Gamasutra+Feature+Articles%29

  • Look at GLium: https://github.com/tomaka/glium

  • Use Persistent Mapping (requires 4.5): https://www.opengl.org/wiki/Buffer_Object#Persistent_mapping

  • Use Bindless textures? https://www.opengl.org/wiki/Bindless_Texture