| README.md | ||
Ruffle upstream
I run AdventureQuest Worlds on Ruffle, the Flash Player emulator, with a build that carries a lot of fixes of my own. This repository tracks which of those fixes are making their way into official Ruffle, and the pull requests from other people that AQW is waiting on.
Progress
Each change has an issue. It closes when the change is in official Ruffle, whether the pull request is mine or someone else's, so the bars at the top of this page show how much has landed. A round's name beside its bar opens its issues. Round 1 is the plan for now; Round 2 holds smaller changes and ideas for later.
The labels say three things:
route: how a change goes up. My own pull request, helping with someone else's, or an issue with a repro or benchmark.aqw: how much it matters for AQW.status: where it stands. No status means it hasn't started.
All of my pull requests to Ruffle are listed on GitHub. A merged fix reaches AQW players once Artix ships a Ruffle release that has it.
What stays in my build
Some of what makes AQW run well on my build won't go upstream:
- The WebGL renderer work: cached bitmaps, filters, blend modes, multisampling and draw batching. Official Ruffle draws with wgpu by default and treats WebGL as a fallback.
- The goto shortcuts and mask culling. They are large and hard to prove complete, so the goto cost goes up as an issue with a benchmark instead.
- My memory freeing. Ruffle's own garbage collector work replaces it.
- Colouring gear before its first frame is drawn. That is a deliberate difference from Flash, which shows one uncoloured frame.
- The fps meter, counters and AQW-only switches.