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A high-performance barrage rendering engine powered by Flame.

Changelog #

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog and this project adheres to Semantic Versioning.

0.0.5 #

  • Added per‑track differentiated scroll speed for scrolling barrages.
  • Speed is calculated based on track position and current track barrage count, applied on barrage creation.
  • Added useUniformSpeed flag to BarrageConfig, toggle uniform speed mode, default true for backward compatibility.
  • Added dynamicSpeedWhileFlying flag to BarrageConfig. When enabled, already flying scroll barrages adjust speed in real‑time according to track status; may cause barrage overlap, default false.
  • Fixed scroll barrage movement using hard‑coded baseSpeed value, now uses entry.speed.
  • Fixed track speed factor not working when track already has barrages.
  • Retained original single‑track anti‑overtake logic.

Note: Differentiated speed only affects newly spawned barrages by default. Already flying barrages retain their initial speed to prevent overlap. Enable dynamicSpeedWhileFlying to turn on real‑time speed adjustment.

0.0.4 #

  • Added optional pointer event handling for FlameBarrageWidget.
  • Added enablePointerEvents property to control whether the barrage widget responds to mouse and touch events.
  • Improved barrage rendering isolation and prevented unnecessary pointer event processing when interaction is disabled.
  • Fixed potential rendering artifacts caused by pointer events.

0.0.3 #

  • New demo page for multiple screens sharing single BarrageController, support mutual exclusive switch between full screen and small window
  • New BarrageItem independent style test demo to verify per-danmaku custom style override
  • Add fontFamily property to BarrageConfig, BarrageEngine, MixedLayout and BarrageItem, support global and single danmaku custom font configuration
  • Complete pause & resume freeze mechanism for barrage engine

0.0.2 #

  • Added GitHub Pages online demo.
  • Added English / Chinese README navigation.
  • Improved documentation.
  • Updated project branding and logo.

0.0.1 #

  • Initial public release.
  • High-performance barrage rendering engine powered by Flame.
  • Batch rendering pipeline for reduced Widget Tree overhead.
  • Dual-pass text rendering with independent outline and fill passes.
  • Zero-allocation object pooling system (BarragePool).
  • Dynamic runtime configuration updates.
  • Native emoji rendering support.
  • Sprite atlas animation support.
  • Precise barrage interaction callbacks.
  • Extensible Fragment architecture for custom rendering components.
  • MIT License.
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A high-performance barrage rendering engine powered by Flame.

Repository (GitHub)
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Topics

#barrage #danmaku #flame #flutter #live-stream

License

MIT (license)

Dependencies

flame, flutter

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