OSUblake

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About OSUblake

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    @OSUbowen

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  1. Microlags with fast-moving objects

    Have you profiled your code? Garbage collection is a common reason you might see a dropped frame. To make the lag less noticeable, try adding an slight ease to the animation. It will be much harder to notice lag when the object isn't moving at a constant speed. Or you could make your animation frame dependent. Move it the same amount on every frame, like in this example. http://pixijs.github.io/examples/#/layers/lighting.js
  2. Microlags with fast-moving objects

    That's what it is doing under the hood. Tweening is interpolation. And TweenLite has some lagSmoothing built into it, but that won't fix your issue, which is dropped frames in a linear animation. It doesn't matter if you manually interpolate the position or use a tween, if more than 33ms pass between ticks, you're probably going to notice it. let now = performance.now(); let delta = now - lastTime; lastTime = now; if (delta > 33) { // lag }
  3. Microlags with fast-moving objects

    Hi @vdddslep I look at your demo and noticed dropped frames, which will be very noticeable in an linear animation. If you don't use interpolation and move your object the same amount on every animation frame, it should fix the problem. However, that might not be a good idea as it might get out sync with other parts of your game.
  4. PIXI positioning + flickering questions

    This repo might be of some help. It's part of the Cocos Creator, and handles zoom/panning without flickering by snapping everything to whole pixel values. Note that antialias is set to false. https://github.com/cocos-creator-packages/ui-grid
  5. It looks like touches are back in 4.5.2... https://github.com/pixijs/pixi.js/issues/4040 And they added a isPrimary property to the event data, which would be true for the first touch. console.log(e.data.isPrimary);
  6. Draw a Graphics from a path

    I just looked at your path, and it's all wrong. Those are absolute coordinates, even though the commands are lowercase. But that's only part of the problem. The real issue is that your path isn't correct. You can test it out by drawing it with the Path2D api. You might want to try a different library, like opentype.js.
  7. Draw a Graphics from a path

    Lowercase letters (m, l, q), are relative coordinates. You want absolute coordinates, which would be uppercase (M, L, Q). But if you plan on doing animation, converting everything to absolute Cubic Beziers is the best option.
  8. motion path in pixi?

    I use GreenSock's BezierPlugin.
  9. Here's an example of SAT with Phaser. If you don't need to know the overlap, you could do hit testing like the interaction manager or PIXI.Graphics.containsPoint...
  10. About pixiFLIP

    Nice work! I noticed there wasn't a particle container. Is there a way to add one to a 3d container? Or is that something that will come at a later date.
  11. pixi.js version 4.0.0-rc1 is out

    Ok that cleared up the black screens on the ones that weren't working.
  12. pixi.js version 4.0.0-rc1 is out

    The demos don't seem to be working there or on your mirror.
  13. Animate #SVG in Angular 2 @GreenSock Tutorial https://t.co/61osnSzly5 @CodePen https://t.co/op5tr6zNuD #AngularJS https://t.co/hhDXXtVIXi

  14. Texture follow curving path

    Hi lostincomputer, I wrote that stuff on the greensock forum. Here's a demo of that tileable rope using PIXI. http://codepen.io/osublake/pen/vNjjqa There's a bunch of code in there, so I just copied the tile rope class into a new pen. It's just a slightly modified version of the PIXI Rope class and the usage is the same. http://codepen.io/osublake/pen/4228bdb83c28bb1c739b4f53f05e1bad?editors=0010