text: DTMark
  This is a basic library to make it simpler to start making a game. It has support for a tick rate independant of framerate, input handling, texture loading, and rendering of basic colored and textured rectangles. It also has a built in font renderer, with an included low res font as well as the ability to generate a font on the fly. It does not handle a lack of webgl support, that must be handled by the game for now.
  Do keep in mind that this is a work in progress and not really fit for widespead use. Breaking changes can and will happen, and I'm not documenting anything just yet.
  Usage
  To start, simply make a class that extends BaseGame. Then instantiate it and call launchGame on it. Here is a basic example.
  import 'package:dtmark/dtmark.dart' as DTMark; import 'dart:html'; class Game extends DTMark.BaseGame { //Canvas with id game_canvas is in the hypothetical html. //frameRate and tickRate are in frames/ticks per second. Game(): super(document.getElementById("game_canvas"), frameRate: 60.0, tickRate: 60.0); @override void launchGame() { //Initialize game stuff //Starts the game super.launchGame(); } @override void render() { //Render your game. You are NOT guranteed to render as many frames //as you specified each second, so don't use this for code anything //that relies on a constant rate of being called. Use tick() instead. } @override void tick() { //Do all calculations here. DTMark will do it's best to have as many //calls to tick per second as specified by the tickRate, but if a //computer running the game is too slow the tick rate WILL decrease. } //Input listeners are automatically added to the canvas provided //to the constructor. They will call these methods so just override them. @override void keyDown(int key) { } @override void keyUp(int key) { } } void main() { new Game().launchGame(); }