HaxeFlixel / HaxeFlixel/flixel
Flixel lacks of rendering optimisations
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Description
I'd love to see automatic rendering optimisations implemented into Flixel.
Many other game frameworks and/or engines often implements mechanisms such as multi-texture batching which greatly improves performance overall, and draw things with the least amount of draw calls possible.
Making things such as UI is often complicated with flixel due to the fact it doesn't have any of those. While it will be functional, it doesn't run great most of the time.
I've heard flixel has FlxAtlas to pack multiple graphics into a single one. Is it possible for this process to be automatic? This would be a great improvement to the framework
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing FlxAtlas and the current rendering path to understand whether atlas packing can be automatic. Done would mean implementing rendering optimisations such as automatic multi-texture batching and reducing draw calls, while preserving functional UI rendering.
Written by the indexing model from the issue text.
Assessment
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100