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Re:Tools we used to create a hit HTML5 game on Steam by riadd on Tuesday November 19, 2019 @02:02PM (#21576848)
Thanks! We made extensive use of Canvas caching and only redrawing if things changed.

https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/...

Re:Tools we used to create a hit HTML5 game on Steam by komali2 on Tuesday November 19, 2019 @02:39PM (#21577316)
Whenever I try to use Canvas caching I run into an issue I don't yet fully understand that causes my images to come out of cache blocky and terrible looking. Something about a max canvas size? I don't quite get it. Happens whenever I use fabric.js caching.
Re:Tools we used to create a hit HTML5 game on Steam by lazerwalker on Tuesday November 19, 2019 @02:30PM (#21577179)
I'm guessing that means you rolled your own canvas API code, rather than using a library like PixiJS. Is that something you'd consider open-sourcing, or is it so tightly integrated with game-specific logic that it wouldn't make sense?
Re:Tools we used to create a hit HTML5 game on Steam by riadd on Tuesday November 19, 2019 @02:36PM (#21577262)
Yes, no helper libraries and I coded quite close to the metal.It's probably even a stretch to call it an engine. It's just built around the specific game mechanics. It wouldn't make sense to open source that part unfortunately.