Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I tried applying perspective when drawing the visuals themselves, but since it's a 2D context, the only things I can do is using vertical/horizontal tilt and scale. This isn't real 'perspective' but just a cheap mimic. ( And it kinda looks weird )
The easiest way to fix it would be to give each Visual their own <canvas> element to be drawn onto, but this would be a major performance issue. Because currently there are 2 canvasses ( background + visuals ) The background is currently rendered at 30FPS, while the foreground can be specified to match Wallpaper Engine's settings ( 60FPS for example ).
If I'd split them into 2 sperate canvasses, your PC would have to render 3x ( screen resolution ) canvasses each frame. Which will give many users performance issues.
TL:DR;
Currently not possible, looking for a good solution, because the easy solution is a performance killer, and drawing in perspective looks crap, because it's not real 3D.
The problem is both visuals are drawn onto the same canvas element ;) Like I explained in my previous post.... Doesn't matter if I use the animation frame or setTimeout ( irrelevant in this case? )
Splitting all visuals to their own canvas, would kill performance into oblivion
This will cause lots of rework though, because other effects ( like glow, blur, hue-shift etc. ) are also canvas-based :P So you would get a tight coupling between certain effects.