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Found 17 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. Hello, What is the best way to optimize mesh selection? Going by the babylonjs inspector, it always takes around ~5ms with ~1200 meshes and over 10ms with ~2000 meshes. Is there any way to disable it and don't use it at all? I'm fine with always rendering every mesh as it doesn't impact the performance as much. Also, using `alwaysSelectAsActiveMesh` on every mesh does not boot performance of mesh selection significantly.
  3. Hy guys, i'm working on a rpg project, and the fps is dropping now to about 15fps-19fps, i fear this will affect the game when i finally go multiplayer. I'll be grateful to any suggestion or idea
  4. Hello, I'm just starting to learn pixi.js I want to make a game where the main character is in the middle of the screen all the time, while the map moves behind the character as it is walking. The problem is, the map is going to be extremely large. I'm going to be zoomed in on a very small portion of it. The easiest way for me to load the map, is to simply load that whole thing onto the screen. Since the whole map obviously won't fit on the screen, it'll just show a small portion. Then I can just change the x, y coordinates of the map, to make it move. But, unless pixijs is doing some good memory management I am unaware of, doing it this way will overload the memory. I'd need to be able to smoothly walk through the whole map without interruptions to load another portion of the map. Anyone try and do something like this before? What do you do to try and optimize it?
  5. I'm developing a simple game application using BabylonJS engine where I want to move the body parts of a human 3D avatar by using UI controllers. The application runs smoothly on the computer. Then I created an IOS application using phonegap and tried to run it on an Ipad. But it is really slow when it run on the mobile environment. Is there any mechanism to optimize the game to support the mobile environment other than reducing the quality of the 3D model.
  6. hy everyone, please what's the best tool to optimize apart from scene optimizer, i have checked the doc already
  7. Hi guys, I've been running profiles in Chrome dev tools on my game but having trouble making things run faster. I realize this is a hard question to ask, but can anyone point me in a direction of things to try? Play/test here: http://daverau.info/play/leafy-mobile/ - the game world is 50k pixels wide platform type game And uses arcade physics for Gravity - all assets are png retina so I'm scaling for high dpi but that doesn't seem to add my overhead - particle emitter is lightweight and doesn't seem to impact performance - I have about 500 platforms that all run collide checks, is there a way to only collide check what's in the camera view? - how can I better isolate what's causing memory leaks and max CPU performance? thanks for any help you can offer! I know it's hard to debug someone else's game but hoping for pointers.
  8. Play the game and use Chrome inspector to emulate iPhone 5 View source on GitHub The game feels glitchy, dragging and not smooth on an iPhone 6: Nothing stands out as being the culprit alone when profiling in Chrome. Profiling each game component in isolation runs well: the player, input, platforms, coins, enemies, music, background graphics all run well, but the combination together seems to trigger more Garbage Collection (GC) and long frames. All assets are 2x Retina Platforms, coins and enemies are all object pooled Update() loops have var instances removed as much as possible to reduce GC Player has fixed X position and moving elements have body.velocity.x = -280 to avoid large X values and avoiding the game.camera object How can I optimize for better mobile performance regarding garbage collection and long frame issues?
  9. hi. how can i reduce drawcall.. first. i packed images. effect 2 image ui 1 image map object 1image bg 49 image( doing culling) char main - 1packed monster - one by one but my game draw call is not low normally 30-100 and hardly 100-1000(200 same monster use two skill(2 effect by spine)) and. i'm using pixi-particle and this is using high drawcall T-T is drawcall up if container layer is complicated like following example? for example iconObject(Container) has like following - icon image - sprite - count - bitmaptext - name - bitmaptext - special button - sprite - bg - sprite how can i reduce drawcall? please give me tips..
  10. hi.. i'm worrying about memory because ios has low memory(1GB under 6s) pc and android is good to play my game but ios is crashed i'm thinking because of memory and safari's bad memory controlling(safari is not good for webgl. T_T how do you think about this?) so i'm trying to reduce memory.. first. how can i release resources after 'load'? maybe it doesn't need after loading so i wanna release clearly. if you have any idea to control memory efficiently please give me idea to tip.. to anything ^^. thx..
  11. hi. IOS performance is really really bad.. my game can play 60 fps with galaxy note 3 but iphone 6 and ipad air2 can play about 20fps.. and iphone6 has memory problems because it have only 1gb ram and it shared cpu and gpu.. ipad aire2 is more good because it have 2gb ram. I checked texture reducing, all textures reduced half and gpu memory to half and it took me safety.. but not fps up.. T-T do you have any idea to optimize ios?
  12. Hello Everybody, Is there a way to optimize textures similar to the level of detail feature does with meshes? I have scenes with about 100 textures and looking to make it load faster with lower resolution textures but switch to higher resolution textures as the camera gets closer to each object. any ideas?
  13. Hi I present to you the first version of OptiPNG for Eclipse. It is a plugin you can install in Eclipse and then use it to optimize (automatically or manual) the PNG files of your project. Optimize the PNG images help you too keep your game with a smaller size. This plugin was published in the Eclipse Marketplace: http://marketplace.eclipse.org/content/optipng-eclipse So you can install it through the Marketplace Client featured by Eclipse. Read the full guide here: https://bitbucket.org/boniatillo/eclipse-optipng If you are a Phaser developer, there other tools for Eclipse too: Phaser Chains for Eclipse Phaser Editor Templates Here I let you with some screenshots of OptiPNG for Eclipse: Keep updated with @boniatillo_com
  14. I'd like to have a running character leave footprints in the ground, but I want it to be efficient as possible and I'd assume that making a keeping track of a new image for each footprint would be inefficient. My idea is to have a big transparent texture that covers the whole level and just modify certain pixels of that texture. How can I do this in Pixi? Or, is there a better way to solve my footprint problem that I haven't thought of? Thanks! Jordan Edit: It looks like it might be possible with this: http://www.html5gamedevs.com/topic/667-question-pixel-array-render/ So I guess my question now is: In terms of efficiency and I approaching this problem the right way, or am I going in the wrong direction?
  15. Hi all am use physics P2, but i want a little optimize. I do not want the real-physics for me is enough just intersection (circle..box...) because in my game all objects it's sensor. what can be done? For start, i want decrease step in world, how - it's possible (im use typescript and can't change source)? - what more? or better override arcade physics (to add customize circle-separate?) Thanks
  16. Zaidar

    Performance

    Hi, I'd like to know how to stop my game to feel laggy. I tried to debug with the source and timeline profile, but it's not really helping as most indications redirect to phaser loop and requestAnimationFrame functions. How to you guys do to make games which are not janky especially on mobile ? I don't particularly do big calculation in my code, I'm just rendering sprite and moving them. Some event on click and collide, but nothing too fancy... It's making me crazy, what if it's bigger games with big calculations, nothing will works... I'm a HTML5 and JS enthousiast, but right now I feel a little depressed about JS games. People makes unreal engine with JS, and I never achieved to make 5sprites game with good perfs I read this article, but nothing seems to help, really http://www.html5rocks.com/en/tutorials/canvas/performance/ Any help welcomed, thx very much. EDIT : For instance, this game is way more complicated, has particles, multiple objects moving, etc... but I don't see that much of FPS drops;
  17. Hi there, my first game is almost finished but I realized that I´m doing something wrong... little by little gets slower and there´s a big difference between the beginning and the end. So, I wanted to ask to you guys, wich are the methods that you use in a case like this? Can you check someway the RAM used? Or anyway, how should I proceed? I´m checking the code and trying to fix things but it´s always good to learn from the people that know more than you