botmaster

Members
  • Content Count

    143
  • Joined

  • Last visited

  • Days Won

    1

botmaster last won the day on April 28

botmaster had the most liked content!

1 Follower

About botmaster

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. None of those require a lot of disc space especially compared to Browserify, where did you get that false information?
  2. I use webpack differently, I pack all dependencies (including pixi) separately from the main app, my page is then loading dependencies first then the app. This works very nicely. I did run into all kind of problem trying to pack everything into one file.
  3. It's definitely the kind of information I was looking for. Depending on objects, situation, and technology a pool can save memory/cpu/battery or can make things worse, that's the part I don't know about javascript. I guess for the dragging example I can let it run from a fully charged device and see how long it last, then I can run the pooled one in same condition and see if that makes any difference.
  4. I didn't say I got 10k Point in memory, I said the example create 10k Points as in the constructor is called 10k times. My question is about GC efficiency vs pooling.
  5. I'm not an expert in javascript GC so I'm still wondering the best way to approach object creation/destruction in javascript. For example if you look at this PIXI demo: https://pixijs.io/examples/#/interaction/dragging.js If you drag objects around for let's say 1 minute, you'll be creating around 10k Point objects. But if you implement Point pooling (or other solution), you end up using only one Point. Now coming from other techs I tend to think 10k object in one minute is very, very bad even though a Point is fairly small it does add up. So what are the javascript experts think about this? Is the javascript GC so good that creating 10k Point objects beats easily recycling one (with array.push > array.length - 1)
  6. Can we get a WebGLRenderingContext and a WebGL2RenderingContext in one type? Sure np! export interface GPURenderingContext extends WebGLRenderingContext { createVertexArray():WebGLVertexArrayObjectOES; drawArraysInstanced(mode:number, first:number, count:number, instanceCount:number):void; drawElementsInstanced(mode:number, count:number, type:number, offset:number, instanceCount:number):void; vertexAttribDivisor(index:number, divisor:number):void; deleteVertexArray(vertexArray:WebGLVertexArrayObjectOES):void; bindVertexArray(vertexArray:WebGLVertexArrayObjectOES):void; pixelStorei(pname:number, param:number|boolean):void; drawBuffers(buffers:number[]):void; }
  7. This can also happen depending on the typescript version you are using, especially if it's the latest one. Start with lower version and see if that fix that problem then increase until you get those errors again. Also an easy fix is to supply those missing types your self with an empty class or interface.
  8. pixi is not gonna do that job for you, you have to write your own code/solution to handle this.
  9. If I'm not mistaken hexi hasn't got an update in 2 years which means it's a dead project. If you want to experiment that's fine but you'll be missing on the latest pixi updates/versions. As for working on a REAL project it's a NO, NO, NO, don't do that.
  10. If there's no rotation involved making a spritesheet parser for any tool is very easy even for people who hate math. It comes usually with a xml or json that lists frames with position, dimension, and names. You extract those names in a loop, create rectangles out of position/dimension, put everything in a dic and voila, now you can run another loop to create texture from the main texture and pass along those frames(rectangles) you created when parsing. NO MATH involved.
  11. I don't think it's the case for the noisefilter default fragment.
  12. setting precision should work for most fragments but there's still some fragments in PIXI that don't have a dynamic precision and are hard coded to high. Are you using any filters?
  13. using a pointermove event it's fairly simple to check if an area contains the pointer coordinates, could be a hitarea, a rectangle you set, ect ... So set your "phone" areas, when moving check if those areas contain the pointer coordinates and voila.
  14. You need to choose your words carefully, "the original mouse enters the phone to determine whether to connect" doesn't mean much because: 1. there's no mouse to use on a phone 2. "the mouse enters the phone" doesn't mean anything to us. It might be very clear for you but it really means nothing for us. 3. "to determine whether to connect". Again, this might be very obvious for you but it really doesn't mean anything for anyone who doesn't know what your app is supposed to do. As Ivan said it first, telepathy doesn't work here, we don't know what you are talking about because we don't know what your app does.
  15. Right now none of the V5 example work anymore, the console shows "PIXI not defined" for every single ones.