Comments (2)
I do appreciate and understand your reasoning but I've made a decision that I will not support older browser and devices. The shims and workarounds begin to stack over time and stays in the code for eternity and the devices that lack support for "new things" are too slow to run a decent game anyway - and CQ is a game-oriented library.
I will make an exception for requestAnimationFrame tho, since it is still not 100% propagated among browsers
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That's why I was asking if it was intended or not. Backward compatibility in gamedev is no not nicest thing :)
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Related Issues (20)
- Are colors broken right now? HOT 2
- Demos or tutorials? HOT 1
- Version 0.9.1 HOT 1
- drawSprite missing HOT 1
- text size HOT 1
- Logitech Universal Reciever is incorrectly recognised as a gamepad HOT 1
- preventContextMenu not working HOT 1
- Sprites in Playground HOT 15
- Align HOT 8
- drawAtlasFrame() does not use x,y HOT 1
- Touchend is unreliable in multitouch HOT 4
- Integrating Playground with THREE.js
- Plugins in Playground HOT 1
- Mouselock Movement-Delta unprecise and IExplorer incompatible
- npm and browserify support HOT 14
- playground.Keyboard.prototype.keypress Event is an empty Function. HOT 7
- swapping color palettes
- cq.loadImages can not to use!
- Flip Sprite HOT 1
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