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Found 5 results

  1. Hi everybody. Here I come again with a new question for this incredible community. By the way, I think it will be "super easy" for someone which a good knowledge of the BJS internals. The case is that, following with my current development (tap simulator) I'm now focused on the performance. My doubts are mainly about the proper use of the method "clone" of the "Texture" object. Doubt 1) Suppose you have a Standard Material, you create it following the usual way, something like this: matFoo=new BABYLON.StandardMaterial("Foo_Material",myScene); matFoo.diffuseColor=new BABYLON.Color3(0,0,0); matFoo.opacityTexture=textFoo; matFoo.emissiveTexture=textFoo; Note that we are using the texture (textFoo) on two channels, opacity and emissive. Is this effective in terms of resource economy or I must follow this other approach?: matFoo=new BABYLON.StandardMaterial("Foo_Material",myScene); matFoo.diffuseColor=new BABYLON.Color3(0,0,0); matFoo.opacityTexture=textFoo.clone; matFoo.emissiveTexture=textFoo.clone; Doubt 2) Now we have a similar scenario, when we must assign a previously created texture, but this time we want to assign it to a series of Particles: ... textSprite=new BABYLON.Texture("assets/textures/flarealpha.png",myScene); ... myParticles=new BABYLON.ParticleSystem("Particles",10000,myScene); myParticles.emitter=new BABYLON.Vector3(0,0,0); myParticles.particleTexture=textSprite; ... This time, as we have a lot of particles chances are that it is better to use textSprite.clone() in order to assign the sprite image to each particle, at last line of shown code. Isn´t it? Doubt 3) Last but not least. When you (as me) arrives at the conclusion that PBR materials are the way-to-go (in order to achieve a decent look with your CGs), you are going to use, among others, the environment channel (dds files in current 3.0 version of BJS). Here I have certainly a doubt and a thought. Going first with the last, I think the environment should not be a PBR Material property (as currently is), but a scene one, as certainly is very weird to think in a scene with more than one environment (?). Anyway, as at the moment this is not the case, and we have to assign the same value of "environment" for each PBR Material, we find ourselves setting time after time the same texture (dds file) in this way (please focus only on the reflectionTexture property): ... matTube=new BABYLON.PBRMaterial("MaterialPBR_Tube",myScene); matTube.albedoTexture=new BABYLON.Texture("assets/models/Tubo_BaseColor.png",myScene); matTube.metallicTexture=new BABYLON.Texture("assets/models/Tubo_Metalico_PBR.png",myScene); matTube.bumpTexture=new BABYLON.Texture("assets/models/Tubo_Normal.png",myScene); matTube.reflectionTexture=textEnvironment; matTube.microSurface=0.96; matTube.useRoughnessFromMetallicTextureAlpha=false; matTube.useRoughnessFromMetallicTextureGreen=true; // matTap=new BABYLON.PBRMaterial("MaterialPBR_Tap",_Scene); matTap.albedoTexture=new BABYLON.Texture("assets/models/mono/Manetas_BaseColor.png",myScene); matTap.metallicTexture=new BABYLON.Texture("assets/models/mono/Manetas_Metallic_PBR.png",myScene); matTap.bumpTexture=new BABYLON.Texture("assets/models/mono/Manetas_Normal.png",myScene); matTap.reflectionTexture=textEnvironment; matTap.microSurface=0.96; matTap.useRoughnessFromMetallicTextureAlpha=false; matTap.useRoughnessFromMetallicTextureGreen=true; // matSprinkler=new BABYLON.PBRMaterial("MaterialPBR_Sprinkler",myScene); matSprinkler.albedoTexture=new BABYLON.Texture("assets/model/mono/Resto_BaseColor.png",myScene); matSprinkler.metallicTexture=new BABYLON.Texture("assets/models/mono/Resto_Metallic_PBR.png",myScene); matSprinkler.bumpTexture=new BABYLON.Texture("assets/models/mono/Resto_Normal.png",myScene); matSprinkler.reflectionTexture=textEnvironment; matSprinkler.microSurface=0.96; matSprinkler.useRoughnessFromMetallicTextureAlpha=false; matSprinkler.useRoughnessFromMetallicTextureGreen=true; ... Here, as in the case of my first doubt, I'm thinking, obviously in using "matXXX.reflectionTexture=textEnvironment.clone();", but I don´t know if that is a way to enhance performance, and by the way if dds files are buffered in a way they can benefit of texture cloning mechanism. Ok, this is all, sorry for the length of the question and, as always, thanks in advance for your time! Regards.
  2. Hi Phaser.io community! I will keep this short and simple. I am new to the phaser.io framework and just finished my first game. Although it "seems" to be doing fine performance wise, i am still in doubt of my correct/incorrect usage of the framework's functionality. Since i haven't found any article/documentation/example on best practices and after spending hours upon hours inside the source files i decided to "open source" my concerns/questions. I am sure there are plenty of burning questions/topics to be discussed. I would love for the community to come together and gather insights and best practices. To start things off What is the best practice for moving a sprite from point(x,y) to point (x1,y2), in regards to performance? Details: I am currently using "game.physics.moveToObject()" for my sprite's movements, since it is used in the included example files. Yesterday i stumbled upon the "tween" functionality. I quickly modified my code in order to make use of it, hoping for a huge performance boost, but somehow no notable changes appeared. Are these functions based on the same internal process for moving/setting x and y positions? Best Practices Overview
  3. Hi everyone. Quick question. In HTML5 game dev, what would you say the best approach to game audio is right now? SoundJS? Audio Sprites? Something else? Sincerely, Carlos
  4. Hi everyone. I have a few questions that I would like some assistance with. As I'm getting into HTML5 game development as a technical designer/artist...I know that with an online game (especially html5), having your game assets require too many server calls is undesirable. What is a comfortable/safe number of server calls? When your dealing with multiple sprite sheets, is there a way to wrap multiple sprite sheets into one file? Not one big sprite sheet. What would be best practices for this?I am concerned because of mobile and/or other countries where bandwidth is an issue. I have the image asset file size part covered with Texturepacker, TinyPNG Re-using certain assets in smart ways, but I know that server calls can be a problem. Any help would be appreciated. Sincerely, Carlos
  5. miguelfeliciano

    Best Practice for Graphics

    I'm still new to Phaser and have a concern of best practice for loading up images with my main concern being performance. I understand how to load up images and sprites (for characters and such), but I'm building a game much like Scrabble and I created a spritesheet containing all of the images I would need. I was able to load up the board for the game, but now I want to load up the rest of the images in that spritesheet. The only option I can think of is to cut up the spritesheet in PS and have individual images to load up separately; I don't think a tilemap would work in my situation. I was hoping to have one spritesheet (png) to load and just tell Phaser where all of the images are in that spritesheet. I would think this would be something of a best practice instead of loading each image individually. I'm also experimenting with the Tiled app and generating the tilemap data and then loading whatever individual images I need to load; each image would need to be draggable. What other options are available to me?Is there a plug-in that can extend the functionality of the game.load.image function?What's the best practice in this kind of game scenario? Thanks in advance