Dominic Szablewski

Results 104 comments of Dominic Szablewski

Ugh, this is sobering. Good analysis! I did some runs with/without `QOI_RUN_16` now and the compression benefit of `QOI_RUN_16` is marginal (screenshots) or non-existent (textures). Encoding becomes a bit faster...

I agree. As long as the file format is strictly followed, an encoder can make whatever tradeoffs it wants. I tried to implement the wrapping diff in the C encoder...

Let me preface my answer by saying that this project is horribly outdated. There's probably a lot of things in the bookmarklet that don't work as they should anymore. As...

Congratz on your release! My impression is that Ejecta still works well for good subset of JS apps & games. There's no major bugs or crashes that would stop you...

No, it's not actively supported anymore. I don't know about tvOS 13 either. It should still work, though. Also see https://github.com/phoboslab/Ejecta/issues/669#issuecomment-490000775

`ejecta.require()` has been renamed to `ejecta.include()` as to not be confused with the CommonJS Style `require()`. So just use: ``` ejecta.include('lib/impact/impact.js'); ejecta.include('lib/game/main.js'); ``` `imageSmoothingEnabled` is a property on the Canvas...

Difficult to say what's causing this without the source. You could try to log all unloaded files by adding ```console.log(this._unloaded)``` in the loaders draw() method here https://github.com/phoboslab/Impact/blob/master/lib/impact/loader.js#L65 - or in...

Please don't unless you want to pay me :) I'm happy to answer your questions here publicly, to the benefit of other people having the same problems. So in this...

Make the canvas as big as the device's screen. There's lots of different ways to do this; what the "right" way is entirely depends on your game. A simple solution...

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