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  1. Today
  2. I want to use Browserify with Pixi.js v5, because I want to create a lot of examples for learning and I do not want to use Webpack (Gulp, Grant and so on) because they require a lot of disk space on my laptop. I use TypeScript too. Could you give me a simple project in the archive with a few TypeScript files that allows me to create a bundle for Browser? Please, answer in my theme:
  3. I want to use Browserify with Pixi.js v5, because I want to create a lot of examples for learning and I do not want to use Webpack (Gulp, Grant and so on) because they require a lot of disk space on my laptop. I use TypeScript too. Could you give me a simple project in the archive with a few TypeScript files that allows me to create a bundle for Browser?
  4. Few days back I released my first mobile game made using Phaser 3 framework. It's a simple game but was hell lot of work. In the end I learnt a lot in the process. https://lakshyadubey.itch.io/rgb
  5. Yesterday
  6. Hello, I'm having issues running PIXI with an autoDetectRenderer in Cordova iOS. It is very slow compared to just loading the page from Safari within iOS. The goal is 60fps but Cordova is getting ~25fps while Safari has performance that is good enough to be acceptable. Is there some kind of optimization I have to turn on? The cordova docs claim that the hardware acceleration config option is only available on OSX, not iOS. I ensured that my game loop function usually takes about 1-5 milliseconds to run in Cordova. Could it be some kind of overhead that Cordova has set up with plugins or something? The only cordova plugin I'm using is one that I created myself, which takes event input from an external musical bluetooth MIDI controller. My app is essentially a rhythm game with a big highway of arrows moving as one container with animated sprites that flash at different times and hide/show accordingly to how you played. How do I get comparable performance to iOS Safari on iOS Cordova with PIXI? (Btw using React to bundle and build all this). Thanks! 😎 Cordova docs: https://cordova.apache.org/docs/en/latest/config_ref/
  7. Hello, Actually, this isn't a script, it's a handmade site. I am a web designer and developer and created it since 2013, with some regular updates, it finally became as you see now.
  8. Yeah, you guessed the problem right. Many people ask for an advice, implement the stuff for their game, and dont publish article That's my submission: https://github.com/ivanpopelyshev/pixi-starfighter , but it does downscale stuff, its not 1:1. When I do 1:1 its for games that can take any zoom with any aspect ratio. Its surprising unless you realize how many issues exists in such a general lib as pixijs that is managed by only a handful of core team members and a hundred or so contributors. One guy was surprised by appearance of z-Index in pixi-v5 in this subforum not so long ago The other aspect is that while you are doing those basic things, you understand the library much better. Better to train on shallow water than in the ocean of unknown problems of big apps.
  9. Hallo Deltakosh, 

    I am working on  a project for my company on 3D model and im using BabylonJS.

    I am completely new to Babylonjs. I would like to create json file or .babylon file which contains vertices , x axis, y axis, z axis , colors, width ,length , materials all under single ID as this ID will be fetched or imported by other json file for the webserver and will be displayed on frontend application.

    Can you please do give me an example of .babylon file which could be generated by giving the values manually without using blender.

    Thanks in advance

  10. How do I load cached images when using Loader.resources? When I load the app the second time i get warnings that the Texture already have en entry:"Texture added to the cache with an id [images/circle24.png] that already had an entry" I can see the image is already present in the texture Cahe, but when using Loader i would like to get the texture from Loader.resources, but that one is empty if i dont load the image again...? More on the case here: /thanks
  11. No. That might be the way... But whats the purpose of the cache if I have to clear it all the time? Seem like I can only load cached images when using fromImage() ... In other words, how do I load cached images when using Loader.resources ? let texture = PIXI.loader.resources["image"].texture; // does not look in TextureCache
  12. Hi, Here is a our new high graphics driving game to publish on your website: Game Name: Dirt Car Race Offroad Game URL: http://www.coolmathgameskids.com/devgames/dirt-car-race-offroad/ Game Thumbnail: http://www.coolmathgameskids.com/wp-content/uploads/2019/05/Dirt-Car-Race-Offroad.png Description: Dirt Car Race Offroad is a racing game where you choose your car and take part in the races in different cool environments such as greenfield, desert and snow. Play the game with high quality realistic graphics. Career mode have total of 40 amazing levels to play. Instruction: Arrow Keys/ASDW - Drive the car. Spacebar - Brake C - Change Camera
  13. Also, keep in mind that in order to pass a function as argument to another function, you (usually*) must not invoke it. When you wrote this.scene.events.on('shutdown', this.destroy(), this); you basically called this.destroy() and gave this.scene.events.on whatever this.destroy() returned after being called. That's like saying 'I want to add numbers 1 and 3 therefore I'm applying the operation "1+3" between them'. That's not correct since '1+3' is not an operation, but a result (4, to be precise). What you really wanted to say was 'I want to add numbers 1 and 3 therefore I'm applying the operation "+" between them'; therefore, analogically, the code above would simply change to this.scene.events.on('shutdown', this.destroy, this); *I said usually because it sometimes makes sense to invoke a function in another function's argument list when that function returns another function, i.e. applyOperationBetweenNumbers(getOperationByName('plus'), 1, 3)
  14. for v4, this works: Also: https://stackoverflow.com/questions/50221078/how-to-change-style-of-lines-using-pixi-js-graphics But for PIXI v5, there is no PIXI.Graphics().graphicsData (it is undefined). Does someone know how to update line style using PIXI v5? Best and cheers, R.
  15. this does not work for PIXI v5. Does anyone know how to update line style with PIXI v5?
  16. Last week
  17. Thanks a lot! "app.stage.scale.set(number)" fixed it for me. I've had a lot of trouble looking for documentation, guides, examples and tutorials on scaling the game to fit the screen. For such a common use case, I was surprised I couldn't find much about it. The only guide that addressed this the closest was HTML5 Game Scaling { William Malone }, but it did not address the blurriness issue. I may contribute with a tutorial if needed.
  18. The limit is 16384 because indices are 16-bit. We are working on the fix for that. I'll look after vacation, im on ibiza now and I have a big queue of things to do in pixi plugins. I'll also send you invite to pixijs team when i'll be ready to talk about that thing Currently i'm trying to make https://github.com/pixijs/pixi.js/pull/5706 , it should help with porting pixi-projection and some other plugins.
  19. 1 should work, you can just add "app.stage.scale.set(yourScale)" and change position if you want to add letterbox. Usually I position canvas itself, and scale the stage.
  20. If you use AMD in order to reference your modules, you should configure your rollup config in order to let it know you do this way. Here in this github issue is discussed a little bit, there are some solutions to this problems that I am sure will help you. Although, If you can, I would recommend you to stop using require and use ES6 modules (import/export) that is an accepted standard. PD: If you are developing on browser environment, checkout this quickstart-pixijs project, it can maybe help you too! It uses Parcel under the hood. Also, if you want to make some kind of library (as it seems in your example) is pretty easy to configure, just let me know!
  21. There is somes ways to implement a camera system. This will vary depending on your type of project and need. However I am not successful at understanding your codePen sorry, it look like a video player ?. On my side i use this ways. App=>stage=>camera=>scene=>sprites... The camera are controlled by .pivot and the scene position are fixed. Also camera are not the reel name in english, i think you look for the keyword `viewport` This is a good example of a camera view-port. https://github.com/davidfig/pixi-viewport Hope this can help you edit: App control listener, tikers and master app stage control container and loader and display stuff. camera control rendering. scene control sprite and stuff.
  22. Getting error while using rollup with pixijs. rollup.config.js default export { input: 'js/game.js', output: { format: 'amd', file: 'dist/game.js' } } //game.js let PIXI = require('pixi.js'); PIXI.utils.sayHello(); Getting define not found error in console.
  23. I have updated the pixi tilemap renderer. However it seems that the the .addFrame function has some sort of limit, as it displays at a certain point only a specific amount of tiles. Ivan, can you check the renderer, if I am not wrong please. Fully working renderer: https://github.com/StephanHQ/PIXI-Tilemap-Renderer
  24. Hello, How to scale the Pixi.js view without making the game blurry? I have tried resizing the view with CSS using: app.view.style.width = nvw + "px"; app.view.style.height = nvh + "px"; -- where nvw is the new with of the viewport and nvh is the height of the viewport. However, this makes the game blurry. I have tried: Using app.renderer#resize to set the new width and height for the game, but that does not scale the game's contents - only makes the screen bigger. Initialized the PIXI.Application with the antialias option set to false. In my specific situation, what I need is a way to scale the game window to fit in the browser, while keeping aspect ratio and letterboxing if necessary, without blurring the game contents. Any help is appreciated, thank you for your time.
  25. Just curiosity... what type of server side rendering are you trying to achieve? I mean, you want to render some kind of content and send for example images/video to the client? Or you need to render on server side because the state logic calculations cannot be possible made without rendering? Another use case? Just curious, maybe if you provide some information we can help:)
  26. did you clear before ? PIXI.utils.clearTextureCache();
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