Physical.vel
is being removed in favor of manually moving entities and, eventually, maybe using physics, or at least some sort of MovingBody
that you can apply a velocity to. However, Physical.vel
had the nice property of allowing (sorta) "predictive" movement, rather than purely relying on the incoming position. Adding a real physics engine might help with this, but that's obviously fraught with its own peril, as Manygolf showed.if (!isHost) {return}
check, but it might make sense.create()
and init()
create an awkward second set of preconfigured propertiessprite
?keyof
includes methods/getters/setters, requiring an interface to be defined without these. This is annoying bit of boilerplate :(create()
(or init()
) time?ideas/magic-components
branch.ctx.scale
, that is, not CSS that causes blurry images). It'd also be cool to have a full-screen toggle.entities.add
/entities.destroy
this.createObject({...})
/ this.destroyObject({...})
destroyedObject.getComponent()
give an explicit errorFixedUpdate
-like hook? Does this even make sense in a single-threaded application? Seems suuuper difficult to time and schedule correctly.