Multitexturing Support added to Phaser
I'm very pleased to announce that we dropped the first release of multitexturing support into the Phaser dev branch today. I cannot state enough just how important this is for performance, both on desktop and mobile.

To explain why it's so good, and what it does, I wrote this article about it on the Phaser web site.

Again, thank you to everyone here, who made this possible with your monthly contributions.

I'm pleased to say that we're currently working on adding support for compressed texture formats to Phaser, and this will be available in the dev branch within the next couple of weeks.