I’d kind of expect that it would make more sense to tile into a more local grid (or semantic clustering depending on game type and animation) than to be so concerned with overlapping? And then just turn off events?
I’d kind of expect that it would make more sense to tile into a more local grid (or semantic clustering depending on game type and animation) than to be so concerned with overlapping? And then just turn off events?
Overlap is purely due to compositing. Before I avoided overlaps, the browser was doing a Layerize step every frame when I planned the camera, and with so many layers it was dropping to sub-20FPS. I probably should have documented that part more thoroughly.
Masking is probably silly but maybe clipped rows of rotated dom could slap. For science…
Clipped rotated rectangles is interesting! Not sure how the browser would handle it graphically.
What are the technical requirements of each cell? Single image and hit events can map? Animation? Or like rendering selectable text?
Still figuring that out. Text, mages and sub-elements at least, probably which render outside the bounds. I may ultimately end up in SVG. But I wanted to try DOM because I already wrote a highly bespoke DnD system for DOM for this project and, also, it'd be fun.