Closed MrBrixican closed 12 months ago
Hey, this all sounds pretty good to me ... A few things:
[SkipLocalsInit]
attribute and AggressiveInlining
to the constructors, along with making a constructor that doesn't take texture uv's and it still seems slower. Weird!Path.Join
in your asset loading, instead of a backslack \
as the assets fail to load on Linux/Mac right now.Batch.cs
? I suppose Batch might not be a clear enough name, in which case I wonder if it should just be called SpriteBatch like XNA's implementation.... will think about this a bit but happy for input.Also thanks for the pull request! I appreciate the input here :)
Good catch on the Path.Join
.
I actually took this image from a Raylib example. I don't think they're sure where it comes from either, but I've seen variations of this image used across many bunnymark demos. As you said, probably fine, but I'm open to change if needed.
As for the name for Batcher/Batch, I'd say Batcher is more consistent with another similar class, Packer. However, XNA-likes and libGDX usually follow a __Batch naming scheme. Finally, Batch is probably more likely to conflict with other (sub)class names in future. I don't have a particularly strong attachment to either, so I'll let you decide.
Also, I'm wondering if we could enable GitHub discussions for this repo? Some other place than PRs to discuss ideas/features, haha.
Yeah that makes sense, I agree with the Batch -> Batcher rename; it fits Packer. Down the road we can consider potentially renaming both to SpriteBatcher/SpritePacker but I think they're fine like that.
Also while I'm fine with the bunny sprite I'm gonna suggest using this one since it's mine and I'm fine with it being MIT and then we're just sure of the origin :)
Otherwise I think I'm good to merge this! I also enabled Discussions. I might also enable Wiki in the future but will leave it off for now.
Frogs have been added. So many frogs...
lol, awesome. Will merge, thanks for the work here! :)