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```
Typically the GL contexts are using hardware acceleration, so creating a 2D
context which is backed by WebGL might provide some improvement in rendering
speed. Since rendering is, usually, the …
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I have found many opened issues in godot engine about Camera2D jitters in pixel perfect games when enabling smoothing, i also have came across this issue 2 years ago and posted it on twitter saying th…
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### Describe the bug
I am not seeing VisIt automagically switch into SR mode when loading 32k x 32k 2D rect mesh from NIF via Xdmf reader. I worry that the polygon counting logic doesn't account for…
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Here is an issue about what is needed to complete the basic fight system on the client side.
# Fight board
Currently when a player click on a group of mob a packet is sent to the server, if everythi…
Sceat updated
3 months ago
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Timing diagram ( part of #5 ) can be constructed in vector form, but then need to be rendered into pixel accurate form to be useful.
Possible options:
* SVG
* Canvas
* WebGL
Maps or 2D …
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It seems that you are using a built Unreal engine. May I know which version is it.
I also see that there are some files called Cmake. May I know Do I need to care about them.
Thank you very mu…
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Currently we have implemented a toy rendering engine that can draw rectangles. A whole rendering engine is out of scope for this project, so we need to decide how to proceed. Here are some options:
…
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There are a few concerns about hit testing and APIs that use geometric information (like intersection observer).
The first is that the HTML content that is live in the canvas via `placeElement` sho…
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### Describe the project you are working on
If I want to work on a game and want to use a custom renderer like https://github.com/EmbarkStudios/kajiya for whatever reason. Or, if I want to have a Dir…
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#1629 is about WebGL, it will likely take a lot of time to implement.
I think add **OffscreenCanvas & CanvasRenderingContext2D** interface at first is a good idea for now.
A lot of server-side image…