The webgl "errors" could either be old debug messages or be related to some browser-plugins you've installed. And I've been using godot, because it's nice, free, and easy.
That's like using an ICBM to kill a pigeon
Feel free to rewrite the game without any framework.
That's typically the type of stuff you can throw with pixijs and howler, loading time will be divided by 10, or phaser eventually
I mean regarding collisions it's not as if you had thousands of collision checks 60 times per seconds, and it's not as if you were rendering an hyper realist 3D openworld type of shit
A quad tree is borderline overblown here, at the same time maybe you have to handle thousands of collision in the next levels but there isn't that much room on the screen...
[.WebGL-0x556ef38ccec0]RENDER WARNING: there is no texture bound to the unit 190
254 times
[.WebGL-0x556ef38ccec0]RENDER WARNING: there is no texture bound to the unit 191
2 times
And then
(index):1 WebGL: too many errors, no more errors will be reported to the console for this context.
I think those can be ignored. I like to make things object-oriented, so there are base-objects without specified textures from which other objects inherit.
I'm not saying it's a catastrophe, it's warnings after all. But it shouldn't be there
And regarding OOP inheritance you can also use js prototyping, but well if you insist on using godot...
Now idk how it's going to be server side with godot, but chances are you'll want to make it interact with nodejs... So... Well.
(post is archived)