Phaser 4 WebGL Renderer Evolution

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#1 - First, there was a triangle.

#2 - Then came the quad.

#3 - Per vertex coloring.

#4 - Multiple Quads

#5 - Indexed Triangles

#6 - Batched Quads with Alpha support

#7 - A Quad with its own Transform

#8 - Quad Transforming updating in real-time

#9 - Multiple Updating Quads

#10 - Batched Quads with Skew animation (using GSAP)

#11 - Animating Quads with a plasma shader

#14 - Testing Quad Batching limits

#16 - Textured Quads with Transforms

#17 - Multiple loaded Textures

#18 - Testing Batch Flushing when reaching limits

#19 - Testing the Multi-Texture Shader (4k sprites)

#20 - Multi-Textures dynamically assigned at run-time

#21 - Static Buffer 1x1 Sprite Test. Click to add 10k sprites.

#22 - Static Buffer using bufferSubData to update a small part

#23 - Camera Matrix added to the shader

#24 - Texture Frame (sprite sheet support) added

#25 - Single Quad with custom shader

Bunny Mark (Multi-Texture version). Click to add bunnies.

Bunny Mark (Single-Texture version). Click to add bunnies.