Platform Implementation Details
- render - direct WebGL canvas
- input - keys from page, mouse from element
- windowing - multiple “windows” separate GL context (unavoidable)
- audio - by default handled by HowlerJS
- io - handled by httprequest
- assets - images loaded via new Image(), and getImageData
- must be served over http due to this ^
- flow will run a built in dev server for you
- fullscreen toggle changes some style properties on the canvas
- all native targets use the latest SDL2 release, including mobile.
- all audio is handled by OpenAL by default
- all assets are handled by SDL_RWOps
- image assets are handled by stb_image
- audio files use libvorbis, libogg and custom wav loader
- render - OpenGL
- io - cocoa file dialogs
- io - FSEvents file events
- audio - native OpenAL.framework is used
- render - OpenGL
- io - GTK file dialogs
- io - inotify file events
- audio - openalsoft is used
- render - OpenGL
- io - Windows file dialogs
- io - ReadDirectoryChangesW file events
- audio - openalsoft is used
- render - OpenGLES2 (because of WebGL spec)
- audio - openalsoft based on apportable is used
- render - OpenGLES2 (because of WebGL spec)
- audio - native OpenAL.framework is used
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