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(+1)

Ohh it's so nice, clever, it's a bit like pre-rendered morphing. It make a lot of sense! Thank you so much for your kind explanations and for taking the time to answer me! :)

I don't know if you already use batching, but it could help a lot with draw calls and perfs.

If you talk about the draw call render technique. The engine do that natively. The perf seem ok on my side considering the number of moving shit on the screen. Stable 60 fps on HTML and + on desktop. But I really don't know if the engine does the job correctly in this case considering the astronomical number of animation frames spread on multiple spritesheet. I also considered the use of tilemap at early dev, a giant texture atlas for everything, but I finally used this method.