So it turns out the performance improvements were completelty neglected
because my code is bad. The buffer wasn't getting rendered to the canvas
in the best way, and there were too many particles for smaller screens.
I have now added a simple math equasion to the init function that
decides how many particles are needed based on the display size. It
still needs a lot of tweaking, and a more complex function is probably
necessary for good results. I'm still trying to get this background to
not suck and actually look good.
Turns out the performance bottleneck was actually rendering the
gradients every frame, so they are now rendering to a buffer when the
page loads once and that buffer is being rendered as an image every
frame. No functionality has been changed; but it runs so much faster and
is much more efficient on mobile devices.
- Moved navbar and footer styling to a seperate file
- New error page (only for dev server)
- Added BSON for Godot and set it as a featured project
- Changed featured projects layout
- Added header to homepage
- Added a scroll indicator to homepage
- Made links underlined
- Removed Twitter from Colormatic Studios links and added Colormatic Git