Mathnerd314
Mathnerd314
Canvas doesn't help either, but it does seem a little easier to use than the SVG: ``` function canvasDataIcon(text) { let canvas = document.createElement("canvas"); let scale = window.devicePixelRatio; let size...
Yeah, the only workable approach is to get the icons cached properly. The existing WebExtension caching code is borked, so maybe a decently powerful API for specifying a set of...
In the meantime there is NPM overrides feature: ```Js "overrides": { "flowbite-svelte": { "svelte": "^5.0.0-next.1" } } ```
I've actually been using https://github.com/Loirooriol/tab-counter-plus since the day I filed #24. Just installing yours, it seems yours is still a bit slower to update than Oriol's, probably because it recounts...
Yeah. I was thinking MathJax could do something, but it seems they rewrote the code from scratch and v3 doesn't implement any linebreaking (https://github.com/mathjax/MathJax/issues/2312). Perhaps v2 could be fixed, but...
Looking at it a little more it uses the [pymatting](https://github.com/pymatting/pymatting) library, closed-form method. But it is yet again MIT license.
It is not implemented in this library (removebg), someone would have to implement it by porting it from Python (rembg/pymatting). I will probably do it myself eventually if nobody else...
I think sorting graphics layers is relatively fast; the slow part is likely the collision detection code.
Is there the possibility in OpenGL to draw the same sprite multiple times with a single call? Then we could at least batch together drawing all instances of the same...
It isn't interactive so I can only guess at the numbers, but it looks something like: * 10% rendering * 45% collision * 22% badguy update * 11% player update...