-
-
Notifications
You must be signed in to change notification settings - Fork 8
mode-lambda - sprite-based 2D graphics engine
License
jeapostrophe/mode-lambda
Folders and files
Name | Name | Last commit message | Last commit date | |
---|---|---|---|---|
Repository files navigation
mode-lambda - sprite-based 2D graphics engine Try running... racket -l mode-lambda/examples/one NOTE: XXX layer-camera branch is an attempt to clean up parameters MAYBE: - parents for localized rotation? (skeletal animation) - rotation about a different origin - make animated gif creator (add screenshots to GL) - ensure that layers can be used effectively for minimap - add something like pict-finders - trim/reposition inside a sprite (could be used for "blowing up" something?) - make effects compatible with retroarch (or just get a much better crt effect) - support full retina resolution: https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/HighResolutionOSX/CapturingScreenContents/CapturingScreenContents.html#//apple_ref/doc/uid/TP40012302-CH10-SW33 [or not because we just scale anyways] - better crt? http://gamasutra.com/blogs/KylePittman/20150420/241442/CRT_Simulation_in_Super_Win_the_Game.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraFeatureArticles+%28Gamasutra+Feature+Articles%29 - Look at GLium: https://github.com/tomaka/glium - Use Persistent Mapping (requires 4.5): https://www.opengl.org/wiki/Buffer_Object#Persistent_mapping - Use Bindless textures? https://www.opengl.org/wiki/Bindless_Texture
About
mode-lambda - sprite-based 2D graphics engine
Resources
License
Stars
Watchers
Forks
Releases
No releases published
Packages 0
No packages published