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Found 99 results

  1. I've read through just about all of this guide ( I think I have a grasp of how to switch stages/scenes. There's one part that doesn't make sense to me however. If I wanted to create a separate .js file for every class and every scene's code, what's the best practice for loading those files? I've seen examples where the index.html file just includes all of the scripts, but isn't that possibly a slow and/or bad experience? A previous flow I read about was loading the bare minimum (a background, logo, and loading graphic) and then loading all other images and javascript files. Is there a best practice to load these separate javascript files through the Pixi loader so the splash screen comes up instantly and show a loading bar while I pull in all these extra assets?
  2. PIXI Loader handling failed loads

    This is more a question about how people try to do things rather than a problem with PIXI per se. What I've found is, if I force the loading to fail (by turning off WiFi or similar) PIXI behaves as expected, an error event is fired, and then the game will play but with missing assets. The question: How do people gracefully handle the failure? Do you force the loader to start over? Push the error items to an array and reload? (I think this one is good, but there's a possibility that you could get caught up endlessly in the game retrying); Ignore it? (hey it's the internet, things break from time to time!) Create an error screen, which has a link for the player to start over? (this is probably the best option.) Thanks!
  3. Howdy, Is there any way to customize how the blobs from textures in the GLTFLoader are treated? I'm running into an issue where the blobs are violating our content security policy because they are appended to our base url instead of the approved CDN the assets/textures are coming from. Let's say I'm pulling a GLTF asset via: let myAsset = assetsManager.addMeshTask("", "", "", "my-asset.gltf"); So instead of: blob: We get:
  4. (pre)Load video issue

    I'm having some issues loading videos... I can get them load ok, but, as I've got a number of separate videos that I need to sequence together seamlessly (or as close as possible to) I'm preloading them, or trying to... ...but, despite the texture appearing to have loaded, there's a delay in starting playback. I've tried a number of things, but would welcome any ideas that anyone has to getting an accurate idea of how much is loaded? I did have an idea that I could load a video as a blob, but I couldn't find an example of loading an item as a blob and then converting it, any leads on that would be welcome.
  5. Hello everyone, First, this is my first message on this forum so I would like to say Hi to everybody and to thank you for the amazing answers I already found on it. I'm playing with PIXI v4 for a while now (some drawing + drag'n'drop tool) and find myself in trouble when I test my code on IE (not a big suprise I know...). Could someone tell me exactly what are the limitations of the PIXI Loader (the one extended from concerning IE11 ? because it doesn't seem to load resource as I'm getting empty textures on my canvas when I try to use a loaded resource. And if there are some big ilimitations, what you guys are doing as a workaround to support IE ? PS : I'm coding within an Angular (5) project, and can't find a way to debug Pixi's code on the console, hence my question on the forum Thank you in advance,, Guigzz
  6. PIXI sound & IE 11 Loader issue (Updated)

    Hi, I'm working on a game that may need to be playable on IE11 (ugh!) Having got my basic game now working, I've found that the sound is failing, with the error: Object doesn't support property or method 'addEventListener' It seems that pixi sound should work, but, it's not clear to me why this isn't happening for me... Any ideas?
  7. Hello, I'd would like access to any mesh through my loader for change a texture map , but the log output 2 times the same model : Is it my script which run 2 times or what version I should use ?
  8. Hello folks, i try load an .obj file and modify the material/texture scaling. Loading goes well, but not scaling of the textures When i try to access the material object i get a undefined error. meshes[0].material is undefined, in the screen shot you can see the property is there. I dont know what i do wrong // first param: ["myMesh1", "myMesh2"] // BABYLON.SceneLoader.ImportMesh("", "./assets/temp/house/", "restaurant.obj", game.scene, function (meshes, particleSystems, skeletons) { // do something with the meshes and skeletons // particleSystems are always null for glTF assets //console.log(meshes, particleSystems, skeletons); console.log(meshes[0]); });
  9. Hi there, I am looking into phaser framework for a game that I'm developing. I was wondering if it is possible in phaser to load custom assets (data file) that contains multiple png files and some custom information. Is is possible to open a custom file, read binary contents, and pass png data to create a phaser image/texture etc.? I love to hear if this is possible, thanks, Bram
  10. Here is a simple playground which loads a small box into the scene Uncomment line 4 to make the scene right handed and run. Notice the faces of the box have been flipped.
  11. Progressive texture upload

    Hi, I am building a media installation (with Pixi.js v4) which requires to load my textures while the system is running (ideally with a constant 60fps). Therefore I am using createImageBitmap in a Webworker instance and then transfer the ImageBitmap via transferable object to the "main thread". In the main thread I am using this approach to pass the ImageBitmap to Pixi's Texture Loader which then ultimately uploads the texture to the GPU via gl.textImage2d. This all works fine as long as I am using small textures but now I wanna load bigger textures (1920x6000px) and the texture upload starts to take a decent amount of time (70ms). Now to my question: Has anybody created a progressive texture upload for pixi.js similar to this threejs library? If not, what would be the best approach to tackle this? Basically I have similar requirements as the poster in this thread (again unfortunately wrong framework Thanks, Andreas p.s.: I've started to look into pixi.js v5 ... seems like createImageBitmap is coming, yeah!!!
  12. load assets after preload

    Hi all, currently I got 2 state stateA assetsA stateB assetsB I want to load assetsB after stateA create completed, so when I go to stateB the preload flow can be faster even to 0. so I wrote like this in the end of stateA create part but I got some wranings'stateB1', 'assets/audio/stateB1.ogg');; Phaser.Loader - active loading canceled / reset ----phaser-2.6.2.js:74076 and the assets are not loaded at all. so do you guys now how should I do to 【preload】assets for next state, thx
  13. Problem loading atlas

    I'm trying to load an atlas created with TexturePacker using: PIXI.loader .add("game", "assets/sprites/game.json") .add("ui", "assets/sprites/ui.json") .on("progress", loadProgress) .load(setup); But for some reason pixi seems to be indexing the loaded assets by incremental numeric id instead of using the labels contained in the respective json files. Because of this I'm getting index collision when loading more than one atlas. Anyone know why? Another question, how hard it is to write a custom loader. I'm trying to import animations from ToonBoom which uses a specific xml format. I want to load it automatically as with the TexturePacker atlas.
  14. Hello. Is there a way to interrupt/stop BABYLON.SceneLoader.load ?
  15. Can't load images by any means.

    Im attempting to make a game with Phaser and nodeJS. I was doing my character as a graphic (game.add.graphic) but couldn't figure out how to remove the graphic so I figured I'd make a sprite and load it. var Game = { preload: function(){ game.load.image("snakeBody", "../../assets/snakeBody.png"); game.load.image("apple", "../../assets/apple.png"); }, my folder structure is like so: -assets -static -scripts -game.js But it tells me that it can't find both files. I've also tried to add this line app.use(express.static('assets')); and then var Game = { preload: function(){ game.load.image("snakeBody", "localhost:3000/assets/snakeBody.png"); game.load.image("apple", "localhost:3000/assets/apple.png"); }, But same error occurs. EDIT: Solved it, tursn out I had to set the path as just "/snakeBody.png". I still dont understand why, but this worked.
  16. Hi folks. Can someone please tell me why my tree model "deciduous01.dae" is not loading correctly? It loads, but then it gives an error "BJS - [06:39:35]: importMesh of undefined from undefined version: undefined, exporter version: undefinedimportMesh has failed JSON parse" This is the demo : This happens with the OBJ version of the Object as well. I also can't get the textures to load. I have them in the same folder... view-source: line 180 is where LoadEntity ( ) is called inside , is where the function LoadEntity ( ) is created on line 138 --------------- I just want this model to load correctly... Thank you all so kindly! <3 Mythros
  17. Is there any glTF loader sendbox for to test exported glTF file online. Like Sandbox for .babylon files ? Greetings Ian
  18. One atlas many json for spine

    I want to use one atlas for many spine animations in my game. I found the way how to do it with loader. I am loaded atlas with game loader (name other.atlas) and got in game.loader.resources.other. Then i am trying to load json file of my animation from console. otherLoader = new PIXI.loaders.Loader() spineLoaderOptions = { metadata: { spineAtlas: 'game.loader.resources.other' } }; otherLoader.add('someJson', 'static/img/content/fullHD/machine/elements/testJ.json', spineLoaderOptions) .load() But it will not work. Loader still wants to load atlas with name of my json. GET http://localhost:3004/static/img/content/fullHD/machine/elements/testJ.atlas 404 (Not Found) I think it is because of atlas parser . I need varibale "pages" in my metadataAtlas, but there is no pages. How atlas data looks like in console. I am doing something wrong and i dont know what.
  19. Hi all. I'm trying to return an array of objects loaded by the Mesh Importer for later use. I would like to be able to call a function to load my objects and outside of the function, affect & change each one of them OUTSIDE of the function. Here is the small demo I made :: Thank you! <3 Mythros
  20. Hi guys I have problems using cross origin resources, as I tested direct load of image is working, but the spritesheet & mp4 I still can't get it work, here is some use cases: // it works var image = PIXI.Sprite.fromImage(CROSS_ORIGIN_URL_IMAGE); // not work and showing the error message // Uncaught DOMException: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The video element contains cross-origin data, and may not be loaded var videoTexture = PIXI.Texture.fromVideo(CROSS_ORIGIN_URL_MP4); var video = new PIXI.Sprite(videoTexture); // my json file is at local, and the image is on cdn server, so I change baseUrl right after add function, the image is loaded successfully, but when I try to use it, it shows the similar message // pixi.min.js:8 Uncaught DOMException: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The cross-origin image at ... may not be loaded. PIXI.loader.add("/src/image/spritesheet.json"); PIXI.loader.baseUrl = CDN_SERVER_BASE_URL; PIXI.loader.load(() => { var image = PIXI.Sprite.fromImage(FRAME_KEY); }); the response header has the property "access-control-allow-origin: *", and the same mp4 URL works fine in DOM element, am I missing something?
  21. Hi there, I have one single OBJ file with several objects within. Each element has its unique name. Is it possible to load each object as a single mesh? Tried to do this: var parts = []; obj.onSuccess = function (task) { for(var i = 0; i < task.loadedMeshes.length; i++){ parts.push(task.loadedMeshes[i]); parts[parts - 1].material = uniqueMat; ... } } But it seems that each next mesh / geometry has all previous ones like an avalanche. Loading OBJ with 5 similar spheres as a test Geometry {delayLoadState: 0, _totalVertices: 266, _isDisposed: false, id: "c0d23769-a422-47c5-8060-fabd67a55b1a", _engine: Engine…} main.js:254 Geometry {delayLoadState: 0, _totalVertices: 532, _isDisposed: false, id: "e83a4890-a107-425d-969c-eea1f356e200", _engine: Engine…} main.js:254 Geometry {delayLoadState: 0, _totalVertices: 798, _isDisposed: false, id: "19b85286-2066-4ef7-9e95-bba19d906e71", _engine: Engine…} main.js:254 Geometry {delayLoadState: 0, _totalVertices: 1064, _isDisposed: false, id: "22bc102d-1acc-4fa8-9576-77a9915e666f", _engine: Engine…} main.js:254 Geometry {delayLoadState: 0, _totalVertices: 1330, _isDisposed: false, id: "3eb8eab7-1871-4fed-b484-c18fc881cb23", _engine: Engine…} main.js:234 0
  22. Hello, I created a LoadingBar class which contains a loading bar and a background. I load the resources of the LoadingBar in my Boot state and the loader works. The problem is that my LoadingBar has a background that has width 100% of the game width. And height 100% of the game height. When the resources of my state are loaded the create method is called. When the create method is called all the created sprites overlap the background of my LoadingBar. I don't want to destroy my LoadingBar when the resources are loaded but only when the "create" method has finished, because it creates the maps/buildings/sprites/characters/enemies... and other things. So I want to destroy/hide my Loading screen only when all sprites are created (only when the create method has finished to create the world). But when they are created they immediately overlap my background. So the question is: what can I do to the background of the LoadingBar to make it be always the highest z-index? class World extends Phaser.State { preload () { this.loadingBar = new LoadingBar(); // load sprite sheets.. music.. .. } create () { buildMap(); // Houses overlap the background of the loading screen buildJoypad(); // Joypad buttons overlap the background of the loading screen build... build..... // done this.loadingBar.destroy(); } }
  23. hi guys, I have a perhaps very basic question about loader, When we use loader to load an image, what has it been done, or been uploaded to where? It still delay on it's first render after loaded, unless using prepare plugin upload it to GPU.
  24. hi all, i just want to konw how to use the binary files exported by 3dmax using Max2Babylon-0.8.0. when i export from 3dmax i got a list of binary files which one should i use.
  25. PIXI Loader & Audio (Howler etc)

    Hi all I've just started on my second prototype for a game, only this time I'm wanting to sort out a few more of the core parts to it first. Audio being the one I'm tackling at the moment. I have a basic setup atm a loader and a few sprites to test. Upon finishing the load (including a music mp3 file) it runs a startGame function which then plays the audio track. I originally tried using the pixi-audio plugin from GitHub, but could not get this one to work at all (does it still work with PixiJsV4?) so moved onto Howler Howler does work, and plays the audio file once loaded. However after trying on my server it seems the loader doesn't fully load the mp3 file before continuing as it starts to play a good 5-10 seconds later after the startGame function has run. Do mp3 files work the same as any other file with the Pixi loader? or could this be an issue with howler that I have missed? Thanks for any advice!