Krisztian Nagy
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"
add a control mode where the player only turns while the mouse button is down (like in Freelancer)
add a turning mode where the mouse continuously needs to be moved to turn
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...
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;...
if the text fits inside the box layout, `clip()` is not required (it is slow)
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
native Math.sign() appears to be very slow for some reason based on the profiles, a polyfill could be faster
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
Render queues create a lot of garbage being implemented with arrays. An indirect linked list needs to be used, with pooled ListElements.