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Found 56 results

  1. Here's a dilly of a pickle I'm having... I'm using CANVAS as my renderer. The game I'm building works great on Chrome but on Firefox, specifically for OSX, I'm having issues. For instance, a 4GB RAM Intel Core i3 PC running Firefox runs great but a 8GB RAM Intel Core i5 Macbook Pro running Firefox runs laggy... I've tried switching to bitmap fonts and reduce other expensive operations but still... Is there any one who has experienced this or who knows what's going on? (Please spare me the 'PCs are better' jokes ) Nick
  2. I've been just doing some simple tests on my server just to get things running. When I run it in Firefox I'm getting 60fps When I run it in Chrome however I get 24fps. Any ideas why my chrome browser would be going slower? I don't experience this problem with other browser games, including other phaser games. The only extension I have active is Adblock, which I disabled for my site Are there any plugins that are known to cause problems?
  3. Hi there I've working on very simple game. I use PIXI.AssetLoader to load sprite sheets via associated with .json files. This is example star.json {"frames": {"star0000":{ "frame": {"x":0,"y":0,"w":116,"h":110}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":116,"h":110}, "sourceSize": {"w":116,"h":110}},"star0001":{ "frame": {"x":116,"y":0,"w":116,"h":110}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":116,"h":110}, "sourceSize": {"w":116,"h":110}},"star0002":{ "frame": {"x":0,"y":110,"w":116,"h":110}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":116,"h":110}, "sourceSize": {"w":116,"h":110}},"star0003":{ "frame": {"x":116,"y":110,"w":116,"h":110}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":116,"h":110}, "sourceSize": {"w":116,"h":110}},"star0004":{ "frame": {"x":0,"y":220,"w":116,"h":110}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":116,"h":110}, "sourceSize": {"w":116,"h":110}},"star0005":{ "frame": {"x":116,"y":220,"w":116,"h":110}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":116,"h":110}, "sourceSize": {"w":116,"h":110}},"star0006":{ "frame": {"x":0,"y":330,"w":116,"h":110}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":116,"h":110}, "sourceSize": {"w":116,"h":110}}},"meta": { "app": "Adobe Flash CS6", "version": "", "image": "star.png", "format": "RGBA8888", "size": {"w":256,"h":512}, "scale": "1"}}It works fine on Chrome, iOS Safari, Android browsers but on desktop Firefox got error: SyntaxError: JSON.parse: unexpected character's the problem? Shall I remove specific characters from .json file or change encoding? Please help
  4. Mouse click event is not working on Mozilla FireFox. It is not picking any mesh. But if I click on empty area it raises the event. It's working fine on Chrome and Internet explorer 11. Code: renderCanvas.addEventListener("click", function (evt) {// We try to pick an objectvar pickResult = newScene.pick(evt.offsetX, evt.offsetY);// if the click hits the ground object, we change the impact positionif (pickResult.hit) {document.getElementById('status').innerHTML =;}elsedocument.getElementById('status').innerHTML = 'Nothing Selected';});You can check it here
  5. "At the 2013 Game Developers’ Conference, Alon and I from Mozilla and Josh Adams from Epic Games presented a talk called “Fast and Awesome HTML5 Games”. We surprised people by showing off Unreal Engine 3 running in Firefox — compiled from C++ source with Emscripten, running smoothly and efficiently. Today, Epic is making the Epic Citadel demo available, so that you can try it out for yourself. For best results, it needs a recent Firefox Nightly (Firefox 23 or better). However, because the core technologies are just standard web technologies, it will run in Firefox 20 (the current released version) — but with some performance degradation and a lack of Web Audio-dependant audio effects. We’ve had success in running it in other browsers, but it’s somewhat hit and miss – it heavily depends on the quality of the WebGL implementation, memory management, and JavaScript engine. Now that the demo is available, we expect that they will fix any remaining issues quickly."
  6. I'll start with an issue I'm having and after that I will pass to a more generic thought. I'm using this game loop structure, using requestAnimationFrame: requestAnimFrame = (function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(/* function FrameRequestCallback */ callback, /* DOMElement Element */ element) { window.setTimeout(callback, 1000/60); };})();gameloop=function(){ //Here I do my calculations and drawings //I do this in order to calculate FPS thisLoop=new Date; var fps=1000/(thisLoop-lastLoop); lastLoop=thisLoop; requestAnimFrame(gameloop); }It works fine both on Chrome and IE, at a steady 60 fps pace. But when running on Firefox, FPS counting goes over 60 (it sets around 65) and the gaming experience is a lot worse, not smooth at all because I suppose the screen might be dropping some frames. I read of setting a time-interval alongside the requestAnimFrame call but I don't know if it's the solution. Any thoughts? Having said that, a more broad question. MAKING GAME LOGIC FPS INDEPENDENT. This has been taking some of my time lately. I've tried a couple of methods to do that. In the first one, I use that fps data I'm getting to do the pertinent speed corrections every cycle with fresh data. Then I tried to do the same but using a mean value calculated over some cycles. I'm getting buggy results either way (what else!). Is this the correct approach? Which is the lowest FPS you handle in your games?