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Found 7 results

  1. Hi Thanks for the great BJS and TOB exporter, the meshes could be generated from Blender and rendered in BJS environment efficiently. However I find out something interesting that JS heap increases when the mesh is instanced in the scene. But the heap size could not be decreased when the mesh is disposed. I’m curious whether this will cause some memory issues(such as memory leak). Here is the demo of the system: https://willlinifm.github.io/Playground_bjs/index.html The Source code is as the following or the link : https://willlinifm.github.io/Playground_bjs/js/Scene.js If the playground is better for debugging, please try this link. The implementation and the outcome are nearly the same. (Click Sphere to generate mesh //// Click ground to dispose it) https://www.babylonjs-playground.com/#4GQCEL#2 The attachment are the heap snapshots ! 。The heap1 snapshot is took before the mesh is made an instance by TOB-generated-js file 。The heap2 heap snapshot is took after the mesh is made an instance by TOB-generated-js file. We can find that the heap size is increased. 。The heap3 snapshot is somehow hard to understand that when the mesh dispose function is called, the heap size still raise a high level compared to the first snapshot. NO~~ My questions are 1. If the meshes are generated and the Js heap size is increasing at the same time. Will it cause the memory issue and make the system run slowly? 2. How to make the best to decrease the heap size after mesh dispose process. 3. I’m not sure, but during watching the snapshot constructor information, I find there may be some looping references within BJS/TOB/MeshFactory structure. Will it cause the GC(Garbage Collection) unable to release memory? Thank you ! BJS and everything here are awesome!
  2. fengFanYong

    Refresh efficiency of the shape

    I created a lot of sprite and graphics,But only a little refresh is needed each time,In order to improve the efficiency of refresh,what should i do? thanks!
  3. Hi team, @Deltakosh I have a question relative to the optimization of my scene. I have to load a huge amount of building models to represent a 3D city enviroment. I need to improve the FPS of my scene. In recent days, I have tested the SPS but each building is a different mesh and I don't reach an important improvement. All of this buildings share the same texture and material but each of them have a lot of triangles... How can I get a great performance for rendering of all them? Thanks!
  4. Rock Cat

    One spritesheet or many small ones

    Hi guys I am making a game where i have 5 different types of enemies, each enemy consist of 35 frames. most of the time all 5 enemies will be shown on the screen at the same time. My question is: In order to make my game as fast as possible, do I put all enemies on one big spritesheet or do I make one for each enemy? Kind regards me
  5. Is there a big efficiency difference, in terms of game speed/smoothness and memory usage between using a small png for entities sprites VS using a big png and scaling it down with javascript ingame?
  6. I'm working on a game called "The Space Between" for a gamejam, and I have a problem with memory efficiency. I'm drawing asteroids as circles and destroying them when I don't need them, but it still starts to lag a bit as the game goes on. How can I make it faster and smoother? Here is a link to the game, and copy-pasted below is the part that deals with asteroid creation and, below that, the entire source code (all 382 lines of it). I don't really know anything about memory allocation, so I'm sure I'm making some pretty elementary errors. (Also, there's no loading screen yet, so give it a minute to pop up!) Thank you very much for any help you can give! Asteroid Creation/Destruction Code: // This function is called in update and constantly checks to see if certain thresholds are passed.// If they are, it generates a rectangular area of asteroids and calls a function to destroy others.function constantGen() { if ((threshold.x + 400) < sprite.x) {asteroidGen("right"); threshold.x = sprite.x; killAsteroids();} if ((threshold.x - 400) > sprite.x) {asteroidGen("left"); threshold.x = sprite.x; killAsteroids();} if ((threshold.y + 300) < sprite.y) {asteroidGen("down"); threshold.y = sprite.y; killAsteroids();} if ((threshold.y - 300) > sprite.y) {asteroidGen("up"); threshold.y = sprite.y; killAsteroids();}}// This is the function that generates asteroids when the ship gets to the edge of an areafunction asteroidGen(dir) { console.log("dir: " + dir); var xer = 0; var yer = 0; for (var b = 0; b < 10; b++) { if (dir == "right") { xer = sprite.x + 400 + Math.random() * 800; yer = sprite.y - 300 + Math.random() * 1200; } else if (dir == "down") { xer = sprite.x - 1200 + Math.random() * 1600; yer = sprite.y + 300 + Math.random() * 600; } else if (dir == "left") { xer = sprite.x - 400 - Math.random() * 800; yer = sprite.y - 900 + Math.random() * 1200; } else if (dir == "up") { xer = sprite.x - 400 + Math.random() * 1600; yer = sprite.y - 300 - Math.random() * 600; } else { xer = sprite.x - 800 + Math.random() * 1600; yer = sprite.y - 600 + Math.random() * 1200; asteroids(xer, yer); xer = sprite.x - 800 + Math.random() * 1600; yer = sprite.y - 600 + Math.random() * 1200; } asteroids(xer, yer); } }// This is the function that sends all of the asteroid sprites to a destruction functionfunction killAsteroids() { console.log("spacerock count: " + spacerocks.length); spacerocks.forEachAlive(destruction, this); console.log("spacerock count after destruction: " + spacerocks.length);}// This function checks to see if asteroids are too far away and destroys themfunction destruction(rock) { //console.log("check for destruction"); if ((rock.x < (threshold.x - 1000)) || (rock.x > (threshold.x + 1000)) || (rock.y > (threshold.y + 1000)) || (rock.y < (threshold.y - 1000))) { rock.body.destroy(); rock.destroy(); //console.log("destroyed?"); };}// This is the function that creates an asteroidfunction asteroids(x, y) { //console.log("asteroid at " + x + "," + y); var circleSize = Math.random() * 50 + 60; var circles = game.add.graphics(0, 0); circles.beginFill('0xffffff'); circles.lineStyle(1, 0xffffff); circles.drawCircle(0, 0, circleSize); circles.endFill(); asteroid = game.add.sprite(x, y); game.physics.p2.enable(asteroid, false); asteroid.addChild(circles); asteroid.body.addCircle(circleSize/3); asteroid.body.setCollisionGroup(asteroidCollisionGroup); asteroid.body.collides([shipCollisionGroup, asteroidCollisionGroup]); asteroid.body.velocity.x = Math.random() * 50 - 25; asteroid.body.velocity.y = Math.random() * 50 - 25; this.spacerocks.add(asteroid); }Full Source: var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'game_div', { preload: preload, create: create, update: update, render: render });function preload() { game.load.image('ship', 'ship.png'); game.load.audio('music', 'music.wav'); game.load.image('square', 'square.png'); game.load.image('dial', 'dial.png'); game.world.setBounds(0, 0, 800*100, 600*100);}var sprite;var shapeSprite;var cursors;var fuelRatio = {"value":1};var graphics;var beenhere = 0;var shipCollisionGroup;var asteroidCollisionGroup;var asteroid;var spacerocks;var threshold = {"x": 0, "y":0};var loss = false;var reset = {"x":0, "y":0};var textdisplay;var fuelLoc = {"x":0, "y":0};var dial;var fuelPodSprite;var refilling = false;function create() { music = game.add.audio('music'); music.play(); game.stage.backgroundColor = "#000000"; game.physics.startSystem(Phaser.Physics.P2JS); spacerocks = game.add.group(); game.physics.p2.setImpactEvents(true); game.physics.p2.restitution = 0.8; shipCollisionGroup = game.physics.p2.createCollisionGroup(); asteroidCollisionGroup = game.physics.p2.createCollisionGroup(); beenhere = 0; // This will run in Canvas mode, so let's gain a little speed and display game.renderer.clearBeforeRender = true; game.renderer.roundPixels = true; // We need arcade physics graphics = game.add.graphics(0, 0); graphics.fixedToCamera = true; fuelPod(400*100, 300*100); // Our player ship sprite = game.add.sprite(400*100, 300*100, 'ship'); sprite.anchor.set(0.5); sprite.angle = 90; sprite.scale.x = .5; sprite.scale.y = .5; // and its physics settings game.physics.enable(sprite, Phaser.Physics.P2JS); sprite.body.addCircle(5); sprite.body.setCollisionGroup(shipCollisionGroup); sprite.body.damping = .1; sprite.body.angularDamping = .99; sprite.anchor.setTo(0.5,0.5); sprite.name = 'sprite'; sprite.body.collides(asteroidCollisionGroup, gotHit, this); threshold.x = sprite.x; threshold.y = sprite.y; cursors = game.input.keyboard.createCursorKeys(); spacebar = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.camera.follow(sprite); fuelArrowSpawn(); fuelRemaining(); asteroidGen();}function asteroidGen(dir) { console.log("dir: " + dir); var xer = 0; var yer = 0; for (var b = 0; b < 10; b++) { if (dir == "right") { xer = sprite.x + 400 + Math.random() * 800; yer = sprite.y - 300 + Math.random() * 1200; } else if (dir == "down") { xer = sprite.x - 1200 + Math.random() * 1600; yer = sprite.y + 300 + Math.random() * 600; } else if (dir == "left") { xer = sprite.x - 400 - Math.random() * 800; yer = sprite.y - 900 + Math.random() * 1200; } else if (dir == "up") { xer = sprite.x - 400 + Math.random() * 1600; yer = sprite.y - 300 - Math.random() * 600; } else { xer = sprite.x - 800 + Math.random() * 1600; yer = sprite.y - 600 + Math.random() * 1200; asteroids(xer, yer); xer = sprite.x - 800 + Math.random() * 1600; yer = sprite.y - 600 + Math.random() * 1200; } asteroids(xer, yer); } }function toRadians (angle) { return angle / (180 / Math.PI);}function explode() { var explosion = game.add.emitter(sprite.x, sprite.y); explosion.makeParticles('square'); explosion.setScale(.2, 1, .2, 1, 0); explosion.setRotation(500,1000); explosionarea = new Phaser.Rectangle(-1, -1, 2, 2); explosion.gravity = 0; explosion.area = this.explosionarea; explosion.start(true, 10000, null, 20); explosion.setAlpha(0, 1, 10000, Phaser.Easing.Linear.None ); explosion.update();}function fuelCheck() { if (Math.sqrt(Math.pow((sprite.x - fuelPodSprite.x), 2) + Math.pow((sprite.y - fuelPodSprite.y), 2)) < 15) fuelGet();}function fuelGet() { //console.log("fuelPodSprite.x: " + fuelPodSprite.x); var moveX = Math.random() * 2000 - 1000; var moveY = Math.random() * 2000 - 1000; fuelPodSprite.body.x = fuelPodSprite.body.x + moveX; fuelPodSprite.body.y = fuelPodSprite.body.y + moveY; game.add.tween(fuelRatio).to({"value":1}, 500, Phaser.Easing.Linear.None, true); refilling = true; fuelLoc.x = fuelPodSprite.body.x; fuelLoc.y = fuelPodSprite.body.y; console.log("fuelPodSprite.x: " + fuelPodSprite.x); }function thrustExhaust() { var exhaust = game.add.emitter(sprite.x, sprite.y); exhaust.makeParticles('square'); exhaust.setScale(.2, .3, .2, .3, 0); exhaust.setRotation(500,1000); //console.log("rotations in pi: " + sprite.rotation/3.141592); var theangle = toRadians(sprite.angle); var xVec = 0 - Math.sin(theangle); var yVec = Math.cos(theangle); exhaust.setAlpha(1, 0, 500, Phaser.Easing.Quadratic.None ); exhaust.x = sprite.x+xVec*20; exhaust.y = sprite.y + yVec*20; exhaustport = new Phaser.Rectangle(-5, -5, 10, 10); exhaust.area = this.exhaustport; //console.log("Thrust X, Y: " + Math.cos(sprite.rotation) * 300 + "," + Math.sin(sprite.rotation) * 300); var yThrust = yVec * 300 + (sprite.body.velocity.y); var xThrust = xVec * 300 + (sprite.body.velocity.x); exhaust.setYSpeed(yThrust - 100, yThrust + 100); exhaust.setXSpeed(xThrust - 100, xThrust + 100); exhaust.gravity = 0; exhaust.start(true, 5000, null, 25); exhaust.update();}function constantGen() { //console.log("constantGen"); if ((threshold.x + 400) < sprite.x) {asteroidGen("right"); threshold.x = sprite.x; killAsteroids();} if ((threshold.x - 400) > sprite.x) {asteroidGen("left"); threshold.x = sprite.x; killAsteroids();} if ((threshold.y + 300) < sprite.y) {asteroidGen("down"); threshold.y = sprite.y; killAsteroids();} if ((threshold.y - 300) > sprite.y) {asteroidGen("up"); threshold.y = sprite.y; killAsteroids();}}function killAsteroids() { console.log("spacerock count: " + spacerocks.length); spacerocks.forEachAlive(destruction, this); console.log("spacerock count after destruction: " + spacerocks.length);}function destructionForSure(rock) { rock.body.destroy(); rock.kill();}function destruction(rock) { //console.log("check for destruction"); if ((rock.x < (threshold.x - 1000)) || (rock.x > (threshold.x + 1000)) || (rock.y > (threshold.y + 1000)) || (rock.y < (threshold.y - 1000))) { rock.body.destroy(); rock.destroy(); //console.log("destroyed?"); };}function constrainVelocity(sprite, maxVelocity) { var body = sprite.body var angle, currVelocitySqr, vx, vy; vx = body.data.velocity[0]; vy = body.data.velocity[1]; currVelocitySqr = vx * vx + vy * vy; if (currVelocitySqr > maxVelocity * maxVelocity) { angle = Math.atan2(vy, vx); vx = Math.cos(angle) * maxVelocity; vy = Math.sin(angle) * maxVelocity; body.data.velocity[0] = vx; body.data.velocity[1] = vy; console.log('limited speed to: '+maxVelocity); }};function update() { if (cursors.up.isDown) { sprite.body.thrust(200); thrustExhaust(); if (fuelRatio.value > 0) fuelRatio.value -= .002; fuelRemaining(); } else { } if (cursors.left.isDown) { sprite.body.angularVelocity = -5; } else if (cursors.right.isDown) { sprite.body.angularVelocity = 5; } else { } constrainVelocity(sprite, 200); //game.world.wrap(sprite.body, 10, false, true, true); //game.world.wrap(asteroid.body, 10, false, true, true); constantGen(); if ((spacebar.isDown) && (loss == true)) reStart(); fuelArrow(); fuelCheck(); if (refilling == true) fuelRemaining();}function fuelArrowSpawn() { dial = game.add.sprite(750, 50, 'dial'); dial.anchor.set(0.5); dial.angle = -90; dial.scale.x = .5; dial.scale.y = .5; dial.fixedToCamera = true;}function fuelArrow() { //console.log(Math.atan(fuelLoc.y - sprite.y, fuelLoc.x - sprite.x)); dial.rotation = Math.atan2(fuelLoc.y - sprite.y, fuelLoc.x - sprite.x); }function fuelPod(x, y) { var fuelPodCircle = game.add.graphics(0, 0); fuelLoc.x = x; fuelLoc.y = y; fuelPodCircle.beginFill('0xFF0000'); fuelPodCircle.lineStyle(1, 0xFF0000); fuelPodCircle.drawRoundedRect(0, 0, 10, 15, 2); fuelPodSprite = game.add.sprite(x, y); game.physics.p2.enable(fuelPodSprite, false); fuelPodSprite.addChild(fuelPodCircle); fuelPodSprite.name = 'fuelPodSprite'; fuelPodSprite.body.collides([asteroidCollisionGroup]); fuelPodSprite.body.setCollisionGroup(asteroidCollisionGroup); }function asteroids(x, y) { //console.log("asteroid at " + x + "," + y); var circleSize = Math.random() * 50 + 60; var circles = game.add.graphics(0, 0); circles.beginFill('0xffffff'); circles.lineStyle(1, 0xffffff); circles.drawCircle(0, 0, circleSize); circles.endFill(); asteroid = game.add.sprite(x, y); game.physics.p2.enable(asteroid, false); asteroid.addChild(circles); asteroid.body.addCircle(circleSize/3); asteroid.body.setCollisionGroup(asteroidCollisionGroup); asteroid.body.collides([shipCollisionGroup, asteroidCollisionGroup]); asteroid.body.velocity.x = Math.random() * 50 - 25; asteroid.body.velocity.y = Math.random() * 50 - 25; this.spacerocks.add(asteroid); }function gotHit() { explode(); fail();}function fail() { reset.x = sprite.x; reset.y = sprite.y; sprite.kill(); var textstyle = { font: "53px Helvetica", fill: "#FFFFFF" }; textdisplay = game.add.text(50, 50, "press spacebar to restart.", textstyle); textdisplay.fixedToCamera = true; loss = true;}function reStart() { fuelRatio.value = 1; sprite.reset(reset.x, reset.y); textdisplay.destroy(); textdisplay.text = ""; loss = false; fuelRemaining();}function fuelRemaining() { graphics.clear(); graphics.beginFill(0xFFFFFF); graphics.lineStyle(10, 0xFFFFFF, 1); graphics.drawRect(100, 550, 600*fuelRatio.value, 10); if (fuelRatio.value == 1) refilling = false;}function render() {}
  7. Recently I have been following an ongoing discussion regarding mobile performance and efficiency. One of the recommendations that caught my eye was to avoid classes and prototyping altogether because they can slow down the performance significantly. So far I have structured my code by creating separate class objects in different files by using prototypes. class = function () {}class.prototype.myMethod1 = function () { console.log('myMethod');}class.prototype.myMethod2 = function () { console.log('myMethod2');}In this regard, I am wondering what is the recommended and most efficient way to structure your code? Perhaps the more experienced users can share something from their bag of tricks. Thanks