Comments (1)
Approach successfully proven that old Galaxy A7 device FPS grows from 27 to 60.
Polygon-styled emoji looks bad on that low-res, so I decide to mirror current style with hard-edge marching. In addition we need to round resulted positions on hard-edge triangulation.
Flood-fill is applied to remove black thread artefacts on mesh edges for low-res / MSAA modes.
Next steps
- Game loading progress bar would be nice. Now we download images and mesh data from files.
- Clear quad now fills all screen with depth-test, we could split that to rects which are not overlapped by land and reduce clear pass in general.
- Fog render fills the whole screen, we could set 2nd texture as lighting and render land and game objects using fragment shader with lighting enabled
- Remove Virtual joysticks from atlas. That now could be drawn with mesh-primitives + dynamic text
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Related Issues (20)
- Ray-cast functions HOT 2
- [Debug] HTTP connection lag and state
- [UI] Generic error popup (alert)
- [Config] Seed game config to room state and replay files
- Cp question HOT 2
- Server problem HOT 5
- Prerender Minimap texture
- Static geometry for walls and ceils
- Fog shadows from Player point light
- NPC patrol or path finding
- Pulse fog color as HP is low
- Critical hit chance
- Damage labels on hit
- Respawn screen
- Support multiple client versions from one server
- Check signalling server compatibility (client-server versions)
- iframe parent received game key events
- Rename Respawn HOT 1
- Weapons rework
- is anyone online anymore? HOT 1
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