Popular Content

Showing content with the highest reputation since 06/10/19 in all areas

  1. 2 points

    SpriteStack - 3D Pixelart Editor

    Ahoy there. I have just released a standalone version of my voxel editor where you draw models layer by layer like a 2d image. It features very neat spritesheet exporter with my handcrafted retro renderer made in WebGL. Please take a look at https://spritestack.io/ to get more info. I am also glad to anwser any questions.
  2. 2 points

    3d Highway Racer

    My 3d game in html5. Looking to provide non-exclusive licenses of this game https://playcanv.as/p/f5b2f1db/ Contact me for more details: arif@dumadu.com
  3. 2 points
    Thank you for your answers! I was thinking about creating a custom tools, but I figure this should be a fairly common issue so there had to be a solution out there I didn't know about that PS to Spine exporter, that looks really promising! I'll take a look at it! Thanks!
  4. 1 point
    Hi everyone, I've implemented a webapp where the user sees a table from top-down perspective and can decorate a cookie. For different sprinkles I've used simple rects and animated them with tween.js (or something like that). For liquid sugar I've modified a native webgl implementation based on the navier stokes equation. The last part to implement are marshmallows. Since the 2d projection of cylinders (which a marshmallow more or less looks like) can vary quite a bit if you rotate it I thought its time to try out the PIXI.Mesh, PIXI.Shader and so on classes. const vertexSrc = ` precision mediump float; attribute vec3 aVertexPosition; uniform mat3 translationMatrix; uniform mat3 projectionMatrix; void main() { gl_Position = vec4(projectionMatrix * translationMatrix * aVertexPosition,1.0); } `; const fragmentSrc = ` precision mediump float; void main() { gl_FragColor = vec4(1.0,1.0,0.0, 1.0); } `; I've noticed from another example that pixi passes a projection and translation matrix already. However... I dont know really how the projection Matrix looks like. If I pass in the 3d cylinder coordinates (range [-100,+100] for each dimension), I can just see two parallel yellow lines with quite a bit space between them. I guess the projection matrix must somehow slice the z-dimension probably at z=0 or something. Sooo my question is ... if I pass in a custom projection matrix is there something I need to consider? or is there any pixi.js magic happen that will make it hard to visualize this cylinder? Thank you very much : -)
  5. 1 point

    W3C Web games workshop - your input needed

    I'm going to be at the W3C worskhop that will be hosted at Microsoft's campus in Redmond in two weeks from now, and I'd like to learn what struggles, needs, or any feedback you have with game development in general. There will be browser vendors, API makers, hardware creators, publishers, etc, so a great opportunity to be heard. My short blog post: https://dev.end3r.com/2019/06/indie-perspective-on-web-games-at-the-w3c-workshop-take-the-survey/ Direct link to the survey: https://forms.gle/ajpnSgQvtzBvhZCM6
  6. 1 point
    Using pixi.js v5, I'm trying to fill a polygon with about one hundred vertices using Graphics.drawPolygon(), but the polygon is drawn incorrectly. When I reduce the number of vertices to about 50, then the polygon is drawn correctly. Is there any limit (near 100) to the number of vertices that Graphics.drawPolygon() can draw? Thanks.
  7. 1 point
    Finally I found the solution in 43061-poor-performance-on-panning. My polygon coords where too big (in the order of 10^8). What mostly misleaded me was that batched polygons where draw ok, but not batched ones where drawn wrong. I've solved the problem by making graphics.position equal to the polygon center and, consequently, reducing polygon coords in the order of 10^4. Thanks for your help.
  8. 1 point
    https://bugzilla.mozilla.org/show_bug.cgi?id=1501142 Well it's nice to know it's not my game. I almost wonder if it was a design choice by someone for a reason since they capped it purposefully at 16, maybe to prevent some forms of memory being called for that was cleared up for some reason idk, keeping 16 refreshes in memory isn't the most common choice here tho. Thanks for the help! Learned something and got relief it wasn't my game causing it.
  9. 1 point
    it maybe a engine issue. Firefox use mozilla right ? chrome,edge,vivaldi use chromium engine. maybe try search in the web with thoses keyword. `mozilla` `memoryleak` `canvas` `webgl` `refresh`
  10. 1 point
    left is global mem and right gpu mem from your navigator. do those value grow when you refresh your navigator and snapshot each time? it should not
  11. 1 point
    PixiJS Application class is for hello-worldies. I congratulate you! You passed to the next step - you have to create your own app and gameloop: https://github.com/pixijs/pixi.js/wiki/v5-Custom-Application-GameLoop I hope that article explains everything. Well, except interaction. Interaction currently is inside Renderer as a plugin, `renderer.plugins.interaction` and i dont know if it runs on app ticker or pixi shader ticker or pixi global ticker (yeah, there are THREE tickers)
  12. 1 point
    when exactly do you create Application or Renderer?
  13. 1 point

    Text Quality

    Hey guys, I am facing some issues with the text quality. My canvas size is 1280x720 and I am displaying it in a 1920x1080 screen. Thus my text becomes blurred. Please help me out to improve the text quality.
  14. 1 point
    Not just webgames, any games! Not just games, any applications! The easier you make it for people to just get going, the less friction they have, and the more likely they are to get to the 'am I having fun?'. Games like Dwarf Fortress take a lot of effort to get going, they lose a lot of players before they get to the 'am I having fun?' question. Affordance theory (presented initially by Gibson) is the theory that objects 'project' their usage, the normal example is a door handle, the shape of the handle implies gripping and turning, you can argue whether this is learned or innate but you can not argue that almost every one on the planet knows how to use a door handle without thinking about it. The holy grail is to get your game/UI/app so intuitive that users just naturally fall into a 'pit of success' and are able to perform the actions they need to to meet their goals, i.e. win the game. I'd argue that advanced users might want more information, but, ideally that information should be in-game. The opposite view to this was popularised by Minecraft where players were encouraged to discover mechanics together, usually outside-of-the-game (at least initially) via the internet (youtube, forums, etc etc). Minecraft is a bit of an outlier for many practises though, but, its an interesting game mechanic to explore, of course, you need to player base in the first instance to be able to explore it.
  15. 1 point
    It should be dead. I think the problem is actually that your App initialization depends on browser cache and something goes wrong with events, and your app initializes 14 times. Another possibility is that I really dont know modern UI frameworks and instead of full refresh browser just hits the anchor of your page and forces re-load of app router. Which UI framework do you use?
  16. 1 point
    did you have the same thing if you do Ctrl + F5 orCtrl + Shift + R this shortcut refresh with empty cache.
  17. 1 point

    How to write game instructions?

    These days I've come around to that point of view - zero upfront time investment from a player should be the default expectation for a mass market game ... ... because modern games should basically play themselves, and the player influences the game to make it play better. Ideally such influence should be highly intuitive and avoid any need for text or instructional ui. That said ... quality text still has utility as a secondary or completionist device. Explaining a game in 8 short bullet points or less is always possible, forces the creator to emphasise the essential core, provides SEO or submission content, and defines a framework for more detailed content to follow (e.g. introducing the game's nouns for future strategy guides or YT narration). Will everyone read it, absolutely not. Additionally text is pretty cool (and cheap) for providing background narrative, dialogue and exposition if the game style suits it (like those early 90s Nintendo manuals) - and I still believe players' time investment is a valuable precursor to playing more specialist titles.
  18. 1 point
    If you absolutely have to provide detailed game instructions, particularly to beginners, you're doing something wrong...
  19. 1 point

    Poor Performance on panning

    there are culling libraries on github for pixijs. The complexity of implementation depends on whether you need to move those polygons later, or they are static. Simple FOR with checking all the bounds maybe enough in your case, if you dont run it EVERY frame. Store a "loaded" part of the map, and if camera hits the edge, re-calculate which polygons should be "renderable" and remember which rectangle did you "load" this time.
  20. 1 point
    Mat Groves

    Is pixi.js dying?

    Good question! Theres lots of reasons! 1 - I genuinely feel happy when I see something we created help other people to create. 2 - I find it super challenging, constantly trying to be render things faster, whilst hiding away complexity from users (not everyone wants /needs to know webGL). can be frustrating, but ultimately makes you feel warm and fuzzy inside when you figure out a new way to do something thats faster and easy to use. 3 - I get a serious education in how the team manage communities, and how to work with other devs. 4 - Team is cool smart bunch o'people. I like interacting with them 5 - Its helps our agency from a business perspective through increased exposure. 6 - Its ultimately helped me become a better dev. 7 - We would have build something like pixi internally anyway as it helps us make what we need more effectively, we just went a step further and shared the code No plans on stopping anytime soon!
  21. 1 point

    How to disable collision for body

    You can use the processCallback in the collide function. The 4th parameter is a function which, if it returns true, will allow the collision to happen, otherwise the collision will be ignored. This allows you to keep the body enabled for velocity calculations etc, but just temporarily disable collisions between these two objects. If you set enableObstacleCollide to true, the obstacle will begin colliding with the player again: var enableObstacleCollide = false;game.physics.arcade.collide(player, obstacle, function() { // do any collision stuff here}, function() { if (enableObstacleCollide) { return true; } return false;});