Ondřej Žára
Ondřej Žára
You know the length of the input string, but you do not know how many characters were drawn. This is because the text gets broken into lines and every line...
Hi @Gerhard-Wonner, no. Only one tileset is supported; also please note that animated GIFs are not really possible because there is no straightforward way (in client-side JS) to access individual...
Hi @eScribMac, would you please elaborate a bit on this feature? What is its purpose, what problems does it solve, what API would you propose etc? Is there any prior...
> I am currently using a PNG tilesheet collection that I found online. It comes broken into different files for the environment tiles, characters, monsters, etc. There are 12 files...
In theory, yes. In practice, I do not plan on modifying the game right now, as that would violate the contest rules. Once the judging phase of the 7DRL competition...
Hi @hyakugei , your idea makes sense, but only for a 1-pass run of `ROT.Lighting`. Please note that there is also the possibility to compute the light intensity recursively in...
Hi @jonbro, thanks for the report. It would be very beneficial to find out what part of the whole task is being the framerate bottleneck: is it the actual canvas...
Wow, thanks for the detailed post! I will try to look into this, even though it looks like a more complex issue and my time is pretty limited these days....
> The WebGL is something I have considered for sure, and I think that is probably the most reasonable option for someone like me that wants the most speed. This...
Hi @jonbro, please feel free to check out my work-in-progress demo implementation of the WebGL-based tile rendering mechanism: https://beta.observablehq.com/@ondras/new-rot-js-display-backend-for-image-tiles I would say that it performs just fine. The demo is...