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A Javascript-WebGL 3D space combat game under development.

Results 100 interstellar-armada issues
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Added The siege description in strings-it.json and changed `il` into `l'` for `"beforeVowel"` entry.

only observed on the laptop, in the hangars of the Libra cruiser (lamps on the ceiling)

t:bug

When the `OES_vertex_array_object` extension is available or WebGL2 is used, create a VAO for each shader and use it in `bindVertexBuffers()` instead of manually rebinding all the buffers. Even better,...

t:optimization

when a new missile is fired, new thruster particles are created for it, even if the missile object itself is reused - the existing particles should be reused and reinitialized...

t:optimization

numbers are way faster settings.json, data files, mission files should be parsed with a new function (or the function utils.getSafeEnumValue be modified) that checks for the property keys (use the...

t:optimization

add more nebulae to existing environments based on user feedback

t:content
c:UX

when switching modes, the turn rate limit should be applied/disabled over (a short period of) time, not immediately

t:feature
a:control

add a help page accessible from the main and in-game menus with tips and explanations

t:feature
t:content
a:menus

investigate if it makes more sense to use the native focus / blur instead of a custom "selected" class (or maybe the two together)

t:refactoring
a:menus