<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title><![CDATA[Arcturus Games, Inc]]></title><description><![CDATA[We make real time multiplayer web games on blockchain]]></description><link>https://arcturus.games/</link><image><url>https://arcturus.games/favicon.png</url><title>Arcturus Games, Inc</title><link>https://arcturus.games/</link></image><generator>Ghost 4.18</generator><lastBuildDate>Fri, 10 Apr 2026 19:39:06 GMT</lastBuildDate><atom:link href="https://arcturus.games/rss/" rel="self" type="application/rss+xml"/><ttl>60</ttl><item><title><![CDATA[Massive Performance Update on three.quarks]]></title><description><![CDATA[In last three.quarks update, the newest BatchParticleRenderer batches particle systems with the same textures and shader settings. It avoids creating and destroying buffers dynamically and reduces hundreds of drawcalls in our game.]]></description><link>https://arcturus.games/massive-performance-update-on-three-quarks/</link><guid isPermaLink="false">616ccbee1be66c02669e4961</guid><category><![CDATA[GameDev]]></category><category><![CDATA[News]]></category><dc:creator><![CDATA[Forrest Sun]]></dc:creator><pubDate>Mon, 18 Oct 2021 01:55:40 GMT</pubDate><media:content url="https://arcturus.games/content/images/2021/10/landing.png" medium="image"/><content:encoded><![CDATA[<img src="https://arcturus.games/content/images/2021/10/landing.png" alt="Massive Performance Update on three.quarks"><p>By investigating on <a href="https://staroyale.io">staroyale.io</a>&apos;s Google Analytics records, we find out our game didn&apos;t performed well on machines with old browsers and GPU. That&apos;s why we started our performance optimization recently. The part we focus on today is our WebGL particle system <a href="https://github.com/Alchemist0823/three.quarks">three.quarks</a>, which is built in house.</p><p>Before the latest performance, for each particle system, three.quarks uses an InstancedBufferGeometry to render it. It works fine for the situation which has many particles but a few systems. But in most games, each special effect is usually composed by multiple systems. And real games have hundreds of special effect running at the same time such as muzzle flashes, projectile effect, hit impact effect and so on. Because each InstancedBufferGeometry will creates bunch of VertexBuffers and cost a draw call per frame. The lag of particle systems becomes quickly unbearable.</p><p>In last three.quarks update, the newest BatchParticleRenderer solves this issue by batching particle systems that has same textures and shader settings. In update loop, it updates all the particle in the systems with same settings to a single set of buffers. It avoids creating and destroying buffers dynamically and reduces hundreds of drawcalls in our game.</p><p>After this update, we also find another bottleneck we have on our particle system is caused by one of the last updates on WebGLRenderer in three.js. If a material is transparent and double sided, the renderer will set material needs update to true and render it twice. The biggest problem here is by setting needsUpdate to true. It auto increments the version of the material and forces the renderer to generate new Program cache by calling this extremely expensive function getProgramCachedKey, which occupies 30% of the total scripting time in our test.</p><p>By removing this piece of code in official three.js, we never hit any bottleneck of particle systems in our game anymore. For better performance, consider use our version of <a href="https://github.com/Alchemist0823/three.js">three.js</a> for your performance demanding 3d application.</p><!--kg-card-begin: markdown--><pre><code class="language-javascript">    if ( material.transparent === true &amp;&amp; material.side === DoubleSide ) {
        material.side = BackSide;
        material.needsUpdate = true;
        _this.renderBufferDirect( camera, scene, geometry, material, object, group );
        material.side = FrontSide;material.needsUpdate = true;
        _this.renderBufferDirect( camera, scene, geometry, material, object, group );
        material.side = DoubleSide;
    }
</code></pre>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Staroyale.io Patch Notes - June 7th, 2021]]></title><description><![CDATA[
Hi everyone, update here! (Monday, June 7th, 2021)
UI
* Improve ship upgrade UI
* Improve essence UI
* Add Upgrade animation and sound
* Implement Shop and Lootbox UI
* Add Lootbox animation

Graphics
* Add MSAA (Anti Aliasing) to High quality settings.
* Fix Color Space and Improve graphics.]]></description><link>https://arcturus.games/patch-notes-2021-6-7/</link><guid isPermaLink="false">603a09856426f40805879f62</guid><category><![CDATA[News]]></category><category><![CDATA[GameDev]]></category><dc:creator><![CDATA[Forrest Sun]]></dc:creator><pubDate>Mon, 07 Jun 2021 17:47:41 GMT</pubDate><media:content url="https://arcturus.games/content/images/2021/06/post-6-7-2021-1.png" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: markdown--><img src="https://arcturus.games/content/images/2021/06/post-6-7-2021-1.png" alt="Staroyale.io Patch Notes - June 7th, 2021"><p>Hi everyone, update here! (Monday, June 7th, 2021)</p>
<p><strong>UI</strong></p>
<ul>
<li>Improve ship upgrade UI</li>
<li>Improve essence UI</li>
<li>Add Upgrade animation and sound</li>
<li>Implement Shop and Lootbox UI</li>
<li>Add Lootbox animation</li>
</ul>
<p><strong>Graphics</strong></p>
<ul>
<li>Add MSAA (Anti Aliasing) to High quality settings.</li>
<li>Fix Color Space and Improve graphics.</li>
</ul>
<p><strong>Gameplay</strong></p>
<ul>
<li>Bring back Battle royale mode</li>
</ul>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Halloween Update 10/31/2020]]></title><description><![CDATA[I am so excited to share with you what happened in the last three weeks, and the great progress we made on UI and player experience. We have a technical artist and two interns joined our development team. They will help us build a better game.]]></description><link>https://arcturus.games/halloween-update-10-11-2020/</link><guid isPermaLink="false">5f9e0ca96426f40805879ec1</guid><category><![CDATA[GameDev]]></category><category><![CDATA[News]]></category><dc:creator><![CDATA[Forrest Sun]]></dc:creator><pubDate>Sun, 01 Nov 2020 01:53:48 GMT</pubDate><media:content url="https://arcturus.games/content/images/2020/11/screenshot-2020-10-31-1.png" medium="image"/><content:encoded><![CDATA[<img src="https://arcturus.games/content/images/2020/11/screenshot-2020-10-31-1.png" alt="Halloween Update 10/31/2020"><p>Join our Discord Channel <a href="https://discord.gg/VVeMfSE">https://discord.gg/VVeMfSE</a> for game testing and the latest update.</p><p>I am so excited to share with you what happened in the last three weeks, and the great progress we made on UI and player experience. We have a technical artist and two interns joined our development team. They will help us build a better game.</p><h3 id="gameplay">Gameplay</h3><ul><li>Consumables are added to the game to recover health of ships and We added an easy to access circular menu. Press/Hold 4 to use.</li></ul><figure class="kg-card kg-image-card"><img src="https://arcturus.games/content/images/2020/11/circularMenu.png" class="kg-image" alt="Halloween Update 10/31/2020" loading="lazy"></figure><ul><li>Players can now manually reload (Press R) for weapons, so they can decided when to reload the weapons.</li><li>We changed how missile works in our game. Now missile starts slow and gradually build up speed. and it has a real missile model.</li><li>Enemy ships health and shield are hidden from players. But the brightness of the shield and the smoke came out of the ship will roughly indicates ships health.</li></ul><figure class="kg-card kg-image-card"><img src="https://arcturus.games/content/images/2020/11/2020-10-31--2-.png" class="kg-image" alt="Halloween Update 10/31/2020" loading="lazy"></figure><ul><li>Show Total number of players and total kills on the right corner</li></ul><figure class="kg-card kg-image-card"><img src="https://arcturus.games/content/images/2020/11/playerNum.PNG" class="kg-image" alt="Halloween Update 10/31/2020" loading="lazy"></figure><ul><li>Now players can switch ships freely in spectator mode by pressing Z.</li></ul><h3 id="graphics-and-ux">Graphics and UX</h3><ul><li>Redesigned a fresh UI completely.</li></ul><figure class="kg-card kg-image-card"><img src="https://arcturus.games/content/images/2020/11/Interface2.PNG" class="kg-image" alt="Halloween Update 10/31/2020" loading="lazy"></figure><ul><li>Updated the mini-map to display teammates</li><li>Friendly ships now have aura under them that matches their status on left bottom corner</li><li>Added ship detail screen to show upgrades and detailed statics.</li><li>Added In Game Pause Menu</li></ul><figure class="kg-card kg-image-card"><img src="https://arcturus.games/content/images/2020/11/InGameMenu.PNG" class="kg-image" alt="Halloween Update 10/31/2020" loading="lazy"></figure><h3 id="general">General</h3><ul><li>Introduced players progression. Experience, coins, ship unlocks. (In progress)</li><li>We added Facebook Login.</li></ul><h3 id="quality-of-life">Quality of Life</h3><ul><li>We improved assets loading and put them at the beginning of loading websites.</li></ul>]]></content:encoded></item><item><title><![CDATA[Bi-weekly Update 10/11/2020]]></title><description><![CDATA[We changed player's perspective to a Third person view. Added Team mode!!! players can play as a team of 2 or a team of 4. Improved graphics and vfx.]]></description><link>https://arcturus.games/bi-weekly-update-10-11-2020/</link><guid isPermaLink="false">5f83d3656426f40805879e24</guid><category><![CDATA[GameDev]]></category><category><![CDATA[News]]></category><dc:creator><![CDATA[Forrest Sun]]></dc:creator><pubDate>Mon, 12 Oct 2020 04:28:24 GMT</pubDate><media:content url="https://arcturus.games/content/images/2020/10/city-screenshot.png" medium="image"/><content:encoded><![CDATA[<img src="https://arcturus.games/content/images/2020/10/city-screenshot.png" alt="Bi-weekly Update 10/11/2020"><p>Join our Discord Channel <a href="https://discord.gg/VVeMfSE">https://discord.gg/VVeMfSE</a> for game testing and the latest update.</p><p></p><h3 id="gameplay">Gameplay</h3><ul><li>We decided to change player&apos;s perspective to a Third person view to have a better feeling of driving spaceship.</li></ul><figure class="kg-card kg-image-card"><img src="https://arcturus.games/content/images/2020/10/third-person-1.png" class="kg-image" alt="Bi-weekly Update 10/11/2020" loading="lazy"></figure><ul><li>We added Team mode!!! players can play as a team of 2 or a team of 4.</li></ul><figure class="kg-card kg-image-card"><img src="https://arcturus.games/content/images/2020/10/team.PNG" class="kg-image" alt="Bi-weekly Update 10/11/2020" loading="lazy"></figure><ul><li>We implemented Google Login Integration on backend and front end.</li><li> An awesome visual effect and sound effect will present when player pick up items.</li></ul><figure class="kg-card kg-image-card"><img src="https://arcturus.games/content/images/2020/10/Pickup-Effect.png" class="kg-image" alt="Bi-weekly Update 10/11/2020" loading="lazy"></figure><ul><li>Now the transparency of shield indicates ship&apos;s shield health.</li><li>We started integrating NavMesh for AI.</li><li>Player can now drop items in inventory menu</li><li>We remove weapon perks and added weapon level upgrading system.</li><li>We added Ship Explosion Effect.</li></ul><h3 id="graphics-and-ux">Graphics and UX</h3><ul><li>We added ship status in ship selection UI.</li></ul><figure class="kg-card kg-image-card"><img src="https://arcturus.games/content/images/2020/10/Interface-ship-stats.PNG" class="kg-image" alt="Bi-weekly Update 10/11/2020" loading="lazy"></figure><ul><li>We improved all visual effect&apos;s rendering.</li><li>We fixed Inventory Windows (press I). &#xA0;We are still working on Weapon icon and Item icon.</li><li>We moved utility addon such as <strong>Shield capacitator</strong>, &#xA0;<strong>Thruster</strong> and <strong>Reactor&apos;s </strong>display to Ship status box.</li></ul><h3 id="quality-of-life">Quality of Life</h3><ul><li>Clients now predicts ship movement between network tick. now the game works in poor network condition </li><li>Fix multiple memory leaks</li></ul>]]></content:encoded></item><item><title><![CDATA[Bi-Weekly Update 9/26/2020]]></title><description><![CDATA[We added 2 new ships. The first new ship is ""Phoenix"" - a nimble striker with great mobility and a short duration invisible skill. The second new ship is ""Defiant"" - a heavy fighter with good cargo size and fire power. 
We added a new Weapon - Charging Rail Gun.]]></description><link>https://arcturus.games/bi-weekly-update-9-26-2020/</link><guid isPermaLink="false">5f701b353f544108c6552579</guid><category><![CDATA[GameDev]]></category><category><![CDATA[News]]></category><dc:creator><![CDATA[Forrest Sun]]></dc:creator><pubDate>Sun, 27 Sep 2020 05:44:33 GMT</pubDate><media:content url="https://arcturus.games/content/images/2020/09/staroyale-shot1.png" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: markdown--><img src="https://arcturus.games/content/images/2020/09/staroyale-shot1.png" alt="Bi-Weekly Update 9/26/2020"><p>Join our Discord Channel <a href="https://discord.gg/VVeMfSE">https://discord.gg/VVeMfSE</a> for game testing and the latest update.</p>
<p>The last two weeks has been huge for us. We made great progress in a lot of area.</p>
<h3 id="gameplay">Gameplay</h3>
<ul>
<li>We changed our UI interface. so user don&apos;t have to enter name to play.<br>
<img src="https://arcturus.games/content/images/2020/09/Interface.PNG" alt="Bi-Weekly Update 9/26/2020" loading="lazy"></li>
<li>We added email/password Login and account game stats. We will have Google, Facebook Login intergrated Later.</li>
<li>We changed the minimap to display the whole map.<br>
<img src="https://arcturus.games/content/images/2020/09/minimap.PNG" alt="Bi-Weekly Update 9/26/2020" loading="lazy"></li>
<li>Added 2 new ships and created proper ship icons
<ul>
<li>The first new ship is <strong>Phoenix</strong> - a nimble striker with great mobility and a short duration invisible skill</li>
<li>The second new ship is <strong>Defiant</strong> - a heavy fighter with good cargo size and fire power. The skill for this ship is not designed yet.</li>
</ul>
</li>
<li>We made all the ammos, vfxs and bullets trail&apos;s color matchs weapons&apos; color.
<ul>
<li>Yellow for light ammo</li>
<li>Red for Heavy ammo</li>
<li>Green for Energy ammo</li>
<li>Blue for Explosive ammo</li>
</ul>
</li>
<li>We added a new Weapon - Charging Rail Gun
<ul>
<li>Players can hold mouse button to charge the gun up to 1 second.</li>
<li>Charged shots have more travel speed and damage, but also cost more energy.<br>
<img src="https://arcturus.games/content/images/2020/09/rail_turret.png" alt="Bi-Weekly Update 9/26/2020" loading="lazy"></li>
</ul>
</li>
<li>Dropped items are not piled up anymore. Items will repell each other after drop. Players can pick up them eaiser.</li>
<li>We designed a basic collision test 16 players map using Blender and made the entity export code work.</li>
<li>We redesigned all the weapon perks&apos; model.</li>
</ul>
<h3 id="graphicsandui">Graphics and UI</h3>
<ul>
<li>Improved hazard rendering by using a cool shader effect.<br>
<img src="https://arcturus.games/content/images/2020/09/circle.PNG" alt="Bi-Weekly Update 9/26/2020" loading="lazy"></li>
<li>Improved the health bar, shield bar and energy bar display by using different colors.</li>
</ul>
<h3 id="bugfix">Bug Fix</h3>
<ul>
<li>Spectate/Main Menu after death didn&apos;t work now</li>
<li>In game shield bar did not display correctly after losing all the shield</li>
<li>Remove testing network transition</li>
</ul>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Bi-Weekly Update 9/12/2020]]></title><description><![CDATA[In the last two weeks, we revisited and adjusted our development plan, and resumed the staroyale development. We decided to leverage our existing codebase and focus on web.]]></description><link>https://arcturus.games/bi-weekly-update-09-12-2020/</link><guid isPermaLink="false">5f5c60aaf20b89078a5793a9</guid><category><![CDATA[News]]></category><category><![CDATA[GameDev]]></category><dc:creator><![CDATA[Forrest Sun]]></dc:creator><pubDate>Sat, 12 Sep 2020 15:00:00 GMT</pubDate><content:encoded><![CDATA[<!--kg-card-begin: markdown--><p>In the last two weeks, we revisited and adjusted our development plan, and resumed the staroyale development. We decided to leverage our existing codebase and focus on web.</p>
<h3 id="features">Features:</h3>
<ul>
<li>Added examples for Three.quarks</li>
<li>Configurated autopush examples to gh-pg branch using travis CI</li>
<li>Added cannon and machine gun impact sounds</li>
<li>Created cannon impact visual effects</li>
<li>Implemented Server-side Map Loading</li>
<li>Implemented Basic Blender Map Export</li>
<li>Added Main Webpage social media links</li>
<li>Reduced ship bounce from collision</li>
</ul>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[Bi-Weekly Update 11/23/2019]]></title><description><![CDATA[Features and Adjustment:
* Released 3 new weapons: Tesla Turret, Missile Launcher, EMP Turret
* Added kill counts and damage display at the end.
* Added kill board.
* Added the indicatoron minimap.
* Added skills system press Q and new Skill dash]]></description><link>https://arcturus.games/bi-weekly-update-11-23-2019/</link><guid isPermaLink="false">5dda0afcf20b89078a579332</guid><category><![CDATA[GameDev]]></category><category><![CDATA[News]]></category><dc:creator><![CDATA[Forrest Sun]]></dc:creator><pubDate>Sun, 24 Nov 2019 05:05:24 GMT</pubDate><content:encoded><![CDATA[<p>We had a lot of changes coming out in the last two week:</p><!--kg-card-begin: markdown--><h3 id="featuresandadjustment">Features and Adjustment:</h3>
<ul>
<li>Released 3 new weapons: Tesla Turret, Missile Launcher, EMP Turret
<ul>
<li>Tesla Turret inflicts massive instant damage on ships and drain energy from them at close range.</li>
<li>Missile Launcher launches tracing missiles at enemy ships. it has slow projectile speed, long range and good tracing.</li>
<li>EMP turret fires electric ball that destroys energy of enemy ships.</li>
</ul>
</li>
<li>Added kill counts and damage display at the end.</li>
<li>Added kill board.</li>
<li>Added the indicator of circle and the next circle on minimap.</li>
<li>Added skills system press Q and new Skill dash</li>
<li>Reduce Waiting time</li>
<li>Rebalance all weapons</li>
<li>Introduce perks system</li>
<li>Add some weapon sounds and weapon visual effects</li>
</ul>
<h3 id="bugsfixed">Bugs Fixed:</h3>
<ul>
<li>Fix Client memory leak and fps issue.</li>
<li>Make servers more stable</li>
</ul>
<!--kg-card-end: markdown--><p>From this point, we will shift our focus to Mobile Development. And start migrating our browser project to use Unity Engine, since it will accelerate our development on mobile and provides better performance and graphics capability.</p>]]></content:encoded></item><item><title><![CDATA[Introduction to three.quarks]]></title><description><![CDATA[three.quarks is a high performance particle system and visual effect editor for three.js.]]></description><link>https://arcturus.games/introduction-to-three-quarks/</link><guid isPermaLink="false">5dc37d5df20b89078a579216</guid><category><![CDATA[GameDev]]></category><dc:creator><![CDATA[Forrest Sun]]></dc:creator><pubDate>Thu, 07 Nov 2019 02:47:05 GMT</pubDate><media:content url="https://arcturus.games/content/images/2019/11/three-quarks.png" medium="image"/><content:encoded><![CDATA[<img src="https://arcturus.games/content/images/2019/11/three-quarks.png" alt="Introduction to three.quarks"><p>If you have ever developed 3D applications in browser, you must know the well-known WebGL library called <strong><a href="https://threejs.org/">three.js</a></strong>. Now you have <strong><a href="https://github.com/Alchemist0823/three.quarks">three.quarks</a> </strong>a high-performance particle system library with a WYSIWYG visual editor for it.</p><p><strong>three.js</strong> is so powerful that almost all the coolest visual effect in the web is created by it. However, <strong>three.js</strong> is not intended only for game development and it lacks a lot of standard feature that game engines need. The feature we need here for our game is a 3D particle system and an editor for it.</p><p>I did some research, but every library I found has one of the following shortcomings:</p><!--kg-card-begin: markdown--><ul>
<li>Bad performance</li>
<li>Not flexible to customize</li>
<li>Lacking a realtime editor to test and create visual effects</li>
</ul>
<!--kg-card-end: markdown--><p>To address those problems, I created a new particle system <a href="https://github.com/Alchemist0823/three.quarks"><strong>three.quarks</strong></a> for three.js, and a real-time editor <strong><a href="https://github.com/Alchemist0823/three.quarks-editor">three.quarks-editor</a></strong>. </p><p><strong>three.quarks</strong> computes most particles information on CPU, and it uses customized shader and instancing technique to render those particles.<strong> three.quarks</strong> supports 1 dimension <a href="https://en.wikipedia.org/wiki/B%C3%A9zier_curve">Bezier Curves</a> for the best transform visual effect. Most importantly, developers can customize how the particle system works by adding their own Behavior.</p><figure class="kg-card kg-image-card"><img src="https://arcturus.games/content/images/2019/11/three-quarks-1.png" class="kg-image" alt="Introduction to three.quarks" loading="lazy"></figure><p><strong>three.quarks-editor </strong>can help you preview a set of particle system at once. and you can also adjust all the particle system at real time and export those system as a JSON file. Your app or game can load those JSON file later. It even includes a Javascript scripting system to test those effect in a similar environment to your application.</p><figure class="kg-card kg-image-card"><img src="https://arcturus.games/content/images/2019/11/three-quarks-editor.png" class="kg-image" alt="Introduction to three.quarks" loading="lazy"></figure><p><em>Note: Both libraries are still under heavy development, use it with your caution.</em></p>]]></content:encoded></item><item><title><![CDATA[geom2.js - an Open Source JS Library for 2D Geometry Calculation]]></title><description><![CDATA[We proudly announce geom2.js an open source, high performance library for 2D Geometry Calculation. In Staroyale.io, it's used for collision detection and artificial intelligence (steering and path finding), server-client viewport optimization.]]></description><link>https://arcturus.games/open-source-geom2-js/</link><guid isPermaLink="false">5d0c1753f20b89078a5791c0</guid><category><![CDATA[GameDev]]></category><dc:creator><![CDATA[Forrest Sun]]></dc:creator><pubDate>Fri, 21 Jun 2019 05:48:29 GMT</pubDate><media:content url="https://arcturus.games/content/images/2019/06/lqtree.png" medium="image"/><content:encoded><![CDATA[<img src="https://arcturus.games/content/images/2019/06/lqtree.png" alt="geom2.js - an Open Source JS Library for 2D Geometry Calculation"><p>We proudly announce <strong><a href="https://github.com/Alchemist0823/geom2.js">geom2.js</a></strong> an open source, <strong>high performance library</strong> for 2D Geometry Calculation written in <strong>TypeScript</strong>. </p><p>In Staroyale.io, it&apos;s used for collision detection and artificial intelligence (steering and path finding), server-client viewport optimization. But I think you guys will find it useful in other situations.</p><p>We extract the server-side code of Staroyale.io to make it a standard alone library, because we think other gamedevs probably love it too.</p><h2 id="difference-from-physics-engines">Difference from Physics Engines</h2><p>Most physics engines bundles all the physics related data structure and algorithm together. It makes setup easy but it limits the flexibility of the application or games. Because in lots of scenario except physics simulation, objects are not intended to move according to physics laws.</p><p>This library is much more light-weight than a physics engine, and it gives users a more control over their own 2d world.</p><h3 id="npm-install">NPM Install</h3><p><code>npm install geom2.js</code></p><!--kg-card-begin: markdown--><h2 id="structure">Structure:</h2>
<ul>
<li>Vector</li>
<li>Segment</li>
<li>Shap
<ul>
<li>AABB (Axis-Aligned Bounding Box)</li>
<li>Arc</li>
<li>Circle</li>
<li>Polygon</li>
</ul>
</li>
</ul>
<h2 id="algorithm">Algorithm:</h2>
<ul>
<li>Common
<ul>
<li>Collision detection between shapes.
<ul>
<li>GJK (Gilbert&#x2013;Johnson&#x2013;Keerthi)</li>
<li>SAT (Separation Axis Theorem)</li>
</ul>
</li>
<li>Convex Polygon test</li>
<li>Convex Hull</li>
</ul>
</li>
<li>Generation
<ul>
<li>Random convex polygon generation</li>
</ul>
</li>
<li>Advance
<ul>
<li>Field of view scanning (line sweeping)</li>
</ul>
</li>
</ul>
<h2 id="container">Container:</h2>
<ul>
<li>Loose QuadTree
<ul>
<li>High-quality quadtree implementation</li>
<li>It can store AABB (Axis-Aligned Bounding Box).</li>
<li>No elements on branch nodes, all data on leaves.</li>
<li>It maintains loose boundary on all nodes.</li>
<li>It outperforms simple-quadtree and all other available js quadtree.</li>
</ul>
</li>
</ul>
<h2 id="additionfeature">Addition Feature:</h2>
<ul>
<li>Physics Collision Resolution</li>
</ul>
<!--kg-card-end: markdown-->]]></content:encoded></item><item><title><![CDATA[This is the Dev Blog for Staroyale.io]]></title><description><![CDATA[<p>I will start update all the development and news for <a href="https://staroyale.io">Staroyale.io</a> on this Blog.</p><p>There are going to be a lot of real shit here for game devs.</p><p>Isn&apos;t it existing? Click <a href="https://staroyale.io">the link</a> to try our game.</p>]]></description><link>https://arcturus.games/this-is-the-dev-blog/</link><guid isPermaLink="false">5d0a7deaf20b89078a57918f</guid><category><![CDATA[News]]></category><dc:creator><![CDATA[Forrest Sun]]></dc:creator><pubDate>Wed, 19 Jun 2019 18:34:18 GMT</pubDate><media:content url="https://arcturus.games/content/images/2019/06/logo@2x.png" medium="image"/><content:encoded><![CDATA[<img src="https://arcturus.games/content/images/2019/06/logo@2x.png" alt="This is the Dev Blog for Staroyale.io"><p>I will start update all the development and news for <a href="https://staroyale.io">Staroyale.io</a> on this Blog.</p><p>There are going to be a lot of real shit here for game devs.</p><p>Isn&apos;t it existing? Click <a href="https://staroyale.io">the link</a> to try our game.</p>]]></content:encoded></item></channel></rss>