Thursday, April 28, 2011

IE9 Fixed, Updated HTMLContext

I have finally gotten some time to look at why IE9 wasn't working.  I knew it didn't support __defineGetter__/__defineSetter__, but didn't know what the alternative was until just last night.  I got everything that was working in the other browsers working in IE9, but the demos run slow.  For all of the brouhaha about how IE9 supports hardware acceleration, I'm not that impressed.  It used to run everything almost as fast as Chrome, but now it seems it runs it at 1/2 the framerate, if not worse.  Plus, Firefox seems to be running slowly too.  It may be due to the way I'm handling z-depth, but I'm not sure.  Need to do some profiling.

Yesterday I spent a considerable amount of time looking at the HTMLContext.  I have made numerous updates to it and cleaned some things up.  Plus, I added a demo for HTMLContext to the "/demos" folder.  I think this holds a lot of potential, but I'll need to figure out how to tap it properly.  Combined with the RenderUtil's capability to render to a temp canvas context, then extract imagery, it might be a way to get good performance out of the browser.  I'll have to see about that one.

Wednesday, April 27, 2011

Faster, better animation

I just pushed a change to The Render Engine so it will use the browser's native requestAnimationFrame() call if it's available.  Currently this is an engine option and defaults to false.  You can see the difference by changing the option in the Vector demo's "engine.config" file to true. According to Paul Irish's blog post (http://paulirish.com) it allows the browser to optimize the redraws.  Also, if I read correctly, I can target the actual rendering context and it will only perform the optimizations for that context.  I need to test that claim, but so far, this is a nice change!

Saturday, April 23, 2011

TileMaps, the beginnings

I posted an update to Github today to fix some issues that popped up in the Linker.  It seems a lot more stable now and should resolve initialization issues people were seeing.  The Sprite Editor now has copy/paste enabled.  Why I forgot to do this earlier, I don't have a clue... It was fairly simple to add.

Thursday, April 21, 2011

Pooling and Linking

Engine pooling has always been a foundational element of The Render Engine.  Saving time and memory due to object pooling is something that I think makes the engine more robust.  However, I realized that the pooling was being overused.

Monday, April 18, 2011

v2.0.0 Nearing Beta!

I've gotten The Render Engine v2.0.0 to a point where I'm just about ready to label it a beta.  The Sprite Editor v1.0.0 landed yesterday and will be followed with an update, shortly, to allow importing of sprite sheets and also importing frames from other applications.  As I said, in a previous post, a number of features will not be included in v2.0.0, but will follow in a point release.  I want to get this puppy out the door so people can start using it, and I can retire the v1.x branch.

Wednesday, April 13, 2011

Exporting and Animations

The Sprite Editor is still moving forward.  It's amazing how much has changed in just a few days.  I can now export to a PNG file, importing is starting to come together, and the beginnings of multiple animations is in the works!  Good stuff for all.

Monday, April 11, 2011

Sprite Editor, v2.5, and more...

I spent a goodly amount of time, yesterday, on the Sprite Editor.  First, converting it to the v2.0 code base, then fixing some nagging bugs, and adding some new features.  Nice to see that Chrome finally fully supports all of the canvas methods.  I was playing around with it, and seeing how usable it is and I'm pretty happy with what's starting to form.