Jump to content

Search the Community

Showing results for tags 'bunnymark'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 4 results

  1. I was looking for a good bunnymark example in phaser, but couldn't find a decent one, so I wrote one myself: There are two versions: Basic: http://phaser.io/sandbox/Pjdxyqzl/play all sprites have same scale, angle, rotation Custom: http://phaser.io/sandbox/dgCnSvCW/play all sprites have random scale, angle, rotation Two versions have the same code, but just different options set. - Click on the game to create bunnies. (Well, technically phaser-dudes) - There are options in preload to customize it. - All sprites are respawned from their original spawn point after they slow down. It was good practice for me, but now I don't know what to do with it, so I'm just putting this here, in case anyone has a use for it. Also all feedback is welcome.
  2. Hi, Since I'm a relative n00b here, I made a quick attempt to replicate the Pixi bunnymark (http://www.goodboydigital.com/pixijs/bunnymark/) it's on the sandbox http://phaser.io/sandbox/edit/WCYPbSxx It's important to understand that Pixi & Phaser rendering models aren't the same. Although I am currently trying to understand where the overheads are. The Phaser 3 BunnyMark test is much different.. rendering 200k+ items using different techniques (Canvas vs WebGL differences maybe), and that Rich and co are putting in a lot of work to improve the rendering.. this is more here to understand the sort of performance to expect from Phaser using unoptimized basics. I'd be interested to know if there's a better technique for getting sprites to render faster (ignoring pooling for now) .. eg bitmapdata copyRect etc? What's interesting is my demo seems to run faster with 8000 Sprites than it does with 4000. Possibly this has something to do with garbage collection? I know you're not really meant to add any new objects during the "update" loop... so you're going to get slowdowns here anyway. Anyway it's there for people to mess around with, I just wanted to get the basic code up. thanks J PS does anybody know why game.input.onDown.add and game.input.onUp.add don't respond on iPad? I thought those covered touch as well.
  3. The Pixi v3 Bunnymark is here! Why not give it a whirl http://www.goodboydigital.com/pixi-v3-bunnymark/ enjoy!
  4. Yesterday I did a quick port of the pixi.js bunnymark test to Turbulenz. The original bunnymark test is here: http://www.goodboydigital.com/pixijs/bunnymark/ The Turbulenz port is here: http://jamesaustin.github.io/turbulenz_bunnymark/ Code is here: https://github.com/jamesaustin/turbulenz_bunnymark Interested to know how the perf compares across different browsers / devices. I'm guessing most devices will become GPU bound. (Using a smaller texture 2x2 would allow the app to focus more on CPU + dispatch perf.) Anyone fancy doing ports to three.js and others? Code is pretty trivial.
×
×
  • Create New...