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Phaser World Issue 30

Published on 13th May 2016

the-dark-is-rising

WebGL Tilemap Renderer

As mentioned last issue, work has been progressing on the new WebGL Tilemap Renderer. This has now moved to its own branch on GitHub. Checkout the repo and give it a test for yourself. There are still issues to resolve, and some functions to tidy-up, but on lots of tilemaps we're seeing huge speed increases and solid 60fps frame rates. Some maps still cause problems, but we're working through them as fast we can.

Arcade Physics 2

Work began this week on a brand new version of the Arcade Physics system. This is for Lazer only, and is a complete rewrite of the original. We're not keeping any of the same code, but the public facing API will be very similar.

The new system is fully SAT based, allowing for polygon, rect, circle, line and point intersection and collision responses. We're also being careful to keep it all functional and modular. So lots of tiny, focused functions handling all of the core features. Created from scratch in pure ES6 you can track development in the Lazer repo, and there are a growing number of tests appearing in the Lazer Tests repo as well.

Phaser 2.4.8

Development of Phaser 2.4.8 continues. We've rolled in a number of bug fixes and updates, and a couple of small new features, such as being able to draw RenderTextures to BitmapData objects. The first release candidate will drop next week. View the change log so far.