ivan.popelyshev

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About ivan.popelyshev

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    https://gameofbombs.com/
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    ivanpopelyshev

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    Moscow, Russia
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    Pixi.js, Topcoder, Codeforces, ninjas and bombers

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  1. There's no built-in input in pixi. That's the most popular plugin: https://github.com/Mwni/PIXI.TextInput . Its being discussed in this subforum every week.
  2. Adaptive number of points. https://github.com/pixijs/pixi.js/blob/dev/packages/graphics/src/utils/ArcUtils.js#L89 https://github.com/pixijs/pixi.js/blob/dev/packages/graphics/src/const.js#L16 "PIXI.GRAPHICS_CURVES.adaptive = false" will switch it off. If you dont want to switch it off because you also use big arcs, maybe "maxLength=5" will make it better.
  3. ProjectionMatrix converts pixi space (0-w, 0-h) to webgl (1,-1)-(-1,1). I like all the users who want 2.5d stuff, but my time table is VERY restricted right now so i cant write anything else that those two comments. If you make a demo that you think should work - i can fix it, but for 1-2 you'll really have to wait some time. Do something with Z-coord , make it also in pixels , not (0-1) - and you're golden.
  4. Yeah, projection does not scale Z to create Z-culling. No, projection matrix at the moment is managed through ProjectionSystem, so your part has to be translationMatrix. However, I really dont want to explain you basic https://github.com/pixijs/pixi-projection tricks, where i use 3x3 or 4x4 matrices (Sprite2d, Sprite3d) . Certain PR (https://github.com/pixijs/pixi.js/pull/5706) that enables custom multi-texture batch shaders got passed a week ago and now i can make it for latest dev (pixijs.download/dev/pixi.js) . There are two options 1. wait when i move the plugin to v5. 2. ask me to make a simple demo for your case. 3. calculate the math on your own - make extra matrix for projection, use 4x4 matrices instead of 3x3 there. just dont do it in projectionMatrix, its global stuff. I like cookies but i really didnt get that part, i dont understand what you want to do
  5. well yeah, i mention it almost every tilemap thread here. Just not that one, because im not infallible Actually you dont need texture for a tilelayer, you can specify empty array there, it will automatically get texture from the frames you specify there: https://github.com/pixijs/pixi-tilemap/blob/master/src/CompositeRectTileLayer.ts#L69 https://github.com/pixijs/pixi-tilemap/blob/master/src/CompositeRectTileLayer.ts#L24 . I recommend to use that setting i specified in README for your case, it turns off strange "temp renderTexture" logic. As overall 16k - its per one tilemap. You dont need big chunks, right? 16x16 or 32x32 or even 64x64 tiles in one chunk is fine
  6. > This is just a suggestion. Maybe you already have this idea. Well, that's how I teach other people. Its not possible to do everything right from beginning, so evolution looks like that: 0. draw everything 1. Re-fill tilemap in whole window when camera touches the edge if "visible" zone. 2. Chunks. 3. Chunks with prefetch like in multiplayer, different distance for "NEED DRAW IT NOW" . "PUT IT IN QUEUE" and "TOO FAR, DELETE". Congratulations for reaching chunks! My job with pixi-tilemap is to give basic element that can be used in any tilemap technique. Limitations also exist that way people try to balance low-level tilemap optimization and high-level algorithms instead of fully relying on some piece of code that I wrote
  7. Well, since our last talk i've added an option to use separate textures and not united ones No, pixi-tilemap for v5 is still not ready. As for performance, your case is really heavy, i have some ideas, but your ZOOM kills everything ) Need extra time to think on that, its not the only plugin im managing.
  8. take it with monosnap or any other tihngy and post a link here
  9. Pixi-tilemap has limit on number of baseTextures. I've modified the README: https://github.com/pixijs/pixi-tilemap#pixi-tilemap . It doesn't do batching, so if there are 17 textures with a limit of 16 it can do weird stuff. Its general rule that plugins that do good performance or quality have certain limitations. Removing those limitations takes time.
  10. I still need demo from you, to fix non-batched branch of the code.
  11. Please make a demo ASAP because that sounds like Critical issue, we will be very happy to fix it.
  12. There's switch between batch rendering and one drawcall in PixiJS v5 graphics. It depends on number of vertices. Please make a demo and we'll fix it. For now you can enable batch on everything if you do https://github.com/pixijs/pixi.js/blob/dev/packages/graphics/src/GraphicsGeometry.js#L573 https://github.com/pixijs/pixi.js/blob/dev/packages/graphics/src/Graphics.js#L818 Workaround: "PIXI.GraphicsGeometry.BATCHABLE_SIZE = 101" . If you want even bigger polygons, well, make that number bigger
  13. 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)