Krisztian Nagy

Results 99 issues of Krisztian Nagy

allow the definition of mappings for textures with names, so that they can be referenced like that (for texture atlases) like "white" or "bar-left" mappings for "hud-atlas"

t:refactoring

add a control mode where the player only turns while the mouse button is down (like in Freelancer)

t:feature
c:UX
a:control

add a turning mode where the mouse continuously needs to be moved to turn

t:feature
c:UX
a:control

add a gameplay mode to play in arcade style with the following modifications: - higher angular and normal acceleration with short times - faster projectiles and fire rates - enemy...

t:feature

copy uniforms in bulk using uniform buffer objects, if available available in WebGL 2 - [Chrome 56+, Firefox 51+, Opera 43+](http://caniuse.com/#feat=webgl2) [defining in GLSL:](https://www.khronos.org/opengl/wiki/Interface_Block_(GLSL)) ``` #version 300 es layout(row_major) uniform;...

t:optimization

if the text fits inside the box layout, `clip()` is not required (it is slow)

t:optimization
a:HUD

the callbacks for the resource manager are created within the `addToScene()` methods of the various classes, creating an extra function every time something is added to a scene

t:optimization

native Math.sign() appears to be very slow for some reason based on the profiles, a polyfill could be faster

t:optimization

Uniform value functions should receive a "self" parameter when called, so they don't need to be bound and can be implemented as static (class) functions

t:optimization

Render queues create a lot of garbage being implemented with arrays. An indirect linked list needs to be used, with pooled ListElements.

t:optimization