Jump to content

Search the Community

Showing results for tags 'cellular automata'.

  • 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 1 result

  1. I'm trying to make a cellular automaton using Pixi.js, and so I want it as fast as possible. Each 2 by 2 square is a unit called a bug that looks like this: (without the outline). The top right and bottom left will always be the same color, so on start I currently create 3 sprites based on a white square, put one that covers the whole bug and then one in the upper and lower corner on top of it, create a new container, put these 3 sprites in it, and run a loop that does this and puts each new container in a 2d array that represents the board. Then on each update cycle, I cycle thru the array and for each bug that needs to change, I get its 3 children by id and change their tint. I am very new to Pixi, and to javascript for that matter. I've read thru the pixi API a lot trying to understand how it all works, but I'm not sure if I'm missing something in my methodology that may make it run faster. Any advice?
×
×
  • Create New...