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  1. Past hour
  2. Yeah, the hosting of pixi versions is down atm
  3. Today
  4. Right now none of the V5 example work anymore, the console shows "PIXI not defined" for every single ones.
  5. dont create many applications, thats why I pointed to I thought that article was enough to answer your question, @Richard C , did you read it once or did you try to reproduce it? Its very important to understanding how pixi works. Also, canvas can be added to whichever html elements , and im not the master of DOM so i cant help you with grid. Just be sure to resize canvas accordingly cell dimensions.
  6. Create your HTMLCanvasElement in each cell with their own ids and create as many PIXI.Application as you need and pass along those canvases, that's it. Personally I would consider other alternatives, do you really need WebGL in those cells? Is the content of those cells so specific that it requires WebGL?
  7. Hi Ivan Thanks for the prompt reply. The web-page is laid out as a responsive grid (css-grid) as per the attached image. I would like a different pixi canvas in the three grid cells as shown. Each cell is identified by the usual css case and ID. Any further help would be appreciated. I don't know hopw to put a canvas/stage in each cell Many thanks Richadr C
  8. Hello! I know several projects that focus both on DOM and PixiJS, and its a difficult . First, you have to be aware of limit on WebGL contexts. If you create too many, old ones will break. I don't entirely understand what do you want, but here is the answer on question that gets posted here *every week* myAwesomeCanvas = document.createElement('canvas'); const app = new PIXI.Application({ width: 800, height: 600, view: myAwesomeCanvas }); //same params as new PIXI.Renderer I would point you to our docs but it seems the site is down for today due to problems with AWS That option is in param list for "PIXI.Renderer" . Sources: Also since it seems that you are going to use multiple canvas or move a canvas around, please read , that 'll help you to track all of things that pixi does. The only exception is interaction plugin, it automatically registers when renderer is created and you have to wrestle with "renderer.plugins.interaction" to take control if you need it.
  9. I have now added new "FBXexample" scene to the example project of Three.js plugin. It shows you how to load one FBX model and play animation on it. It does have embedded texture.
  10. I'm new to pixi.js and struggling to find a solution in the pixi documents. I want to use a pixi stage on a canvas within a specific cell in css-grid. In fact, I should like to use different pixi effects in a number of cells in the grid which makes the entire web-page. Is this possible? All examples seem to add a canvas to the body tag which is not what I need obviously. I have researched previous questions in here but all seem to refer to earlier versions of pixi.js. A succint answer would be very much appreciated. Many thanks Richard C
  11. @enpu Apparently the fbx needs some extra data in the media folder, the bunny.fbx is asking for the http://localhost:3000/media/Tex_ColorPalette.jpg , so is that how it is supposed to work ? We need to save the FBX file without the embedded texture and have it into the media folder ? It will be very helpful if you could release the project of your bunny demo so we can check your implementation of the fbx loader into panda.
  12. @enpu thank you, we will give a try. I have a quick question about the implementation, fbx files can embed the graphics data as a files and do we need to have the files (textures) also in the media folder and the plugin will look for the name into the fbx file and load the graphic file or does the plugin extract the data out of the fbx file directly ?
  13. Yesterday
  14. There is But I don't know if they are supporting the produtct nowadays.
  15. There use to be a lot of different arcade portal scripts for flash games maybe you can use one of those?
  16. Would anyone know if there is any platform that provides templates built for HTML5 gaming portal? I would like to develop a website like this: I have not found much of it in Google. I'm not sure if doing this with Bootstrap meets my needs.
  17. The ideal way would be to do both. If the client is interpolating movement then it will not appear gittery with lag. Most likely you will have to write your own system for this. I am also researching the same and will post my results. Perhaps there is a phyics engine that does both client and server side.
  18. Hello, I joined the discord, who are the coders you had in mind? Also are you on the discord? I have BIG advertising, (100+M people) and need someone real good in game development generally.
  19. There's plenty of responsive design threads with more info. But here's a short list of how canvas applications are usually done to make them responsive: - Have fixed canvas resolution. Use css to transform to wanted size. Keep aspect locked. - Resize canvas and scale elements inside to fit wanted area. Game aspect is fixed. - Build some logic inside your game that handles resizing into different aspect ratios and different sizes. What I usually is to have some logic that positions ui elements depending on device resolution. Then have the main game area fill one dimension with fixed width/height and then let another dimension go with whatever the aspect is. That way on some devices you might see more of your game but the most impacting dimension (vertical/horizontal) is locked on separate devices. Though trying to prevent from going over scale of 1 (assetwise) as then graphics start to get blurry. At that point I usually switch to css upscaling as rendering on larger resolution would not really benefit much.
  20. Thanks a lot! By the way, is it possible to integrate CSS with PIXI? Also, how would you go on making the responsive pixi app? Are there any libraries for responsiveness?
  21. @KanikaMehra That's thread of 2013 year and very old pixiJS version. If you searched some more time you could stumble across modern PixiJS docs: and "view" parameter. Please, before you do that again, read the docs and wiki:, and next time specify PixiJS version that you are using, and don't bump 5 year old threads.
  22. In general: handle animations, events and cleanups separately. app.ticker.add(() => { //code that updates ALL MY ANIMATIONS MANUALLY }); app.ticker.add(() => { // suppose we want to clear someContainer let children = someContainer.children; let j = 0; for (let i=0;i<children.length;i++) { var child = children[i]; if (child.dead) { //delete it somehow, remove from list of animations and so on } else { children[j++] = i; } } children.length = j; }); Of course it has to be adapted to your style of coding and your case. I know that most people when they start something more than stupid demo stumble across the problem, and I provided PR in PixiJS that adds API but it was too experimental for our team, it was rejected. I'll try to make it again this summer. It was about `detachChild` thing that handles actual removal later, after all events.
  23. hello, I managed to do it by removing all children except running animations itself (i also had to use plugin pixi-layers because anims would be hidden by repaint on every tick), but if you have a big map and a player moving through it, you'd have to repaint everything, theres no way to avoid that right?
  24. Well you shouldn't remove all children at each tick to start with. Are you saying you remove everything and add back everything at each tick? This is really bad practice and it's just gonna slow down everything. You should instead think about better ways to organize your code.
  25. @enpu Would you mind sharing one of your test fbx which is working ? Really first I would like to make sure that I can see a model with texture displayed before moving on tweaking anything, so far, zero models can load with texture here, all polygons with textuer are transparent, so that is why I would like to confirm we have first a good implementation of the plugin.
  26. Looks like there is something that is unsupported in your FBX. Do you have any other FBX that you can try? If you are exporting the FBX file from another software, can you try different settings? I have tried few different FBX files and all loading fine.
  27. @enpu Thabnk you, so I pasted the code, there is no error however it does not load the embedded texture from the fbx file like it should but trying to access some resources which does not exist with a blob (please see image), I have switched to a simple file with just 1 static model and 1 texture, do you have any idea what is happening ? Maybe the connection between the tgaloader with the plugin is not correct ? pylon.fbx
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