Jump to content

performance/memory optimization


sashastg
 Share

Recommended Posts

Hello,

first of all, thanks for PIXI JS.

i want to know if i am doing everything correctly (bcz i am still not satisfacted with performance on mobile), and i am looking any performance optimization which i can do.

i use latest pixi js (4.3.0).  before i used 3.x.x  and there was no any positive difference with my game. (maybe after i updated pixijs  i lost some performance, but its just on eye).

my game using autoDetectRenderer. and often its WEBGL, but anyways i see fps down.

ok, i just want to know if i am doing everything correctly. i have a lot of animations, thats why i am using spritesheets.

1) i am preloading all spritesheets/fonts/images/etc, using Loader.

loader.add("redAnim", "sheets/redAnim.json"); etc...

1.1)  i am using spritesheet for interfaces and different buttons such as  play button, music button, bars etc...  is there any boost performance to use spritesheets instead of a lot of small images?

 

2) MY MAIN QUESTION: 

for add animation to stage i am using next:
 

var frames = getFramesUtil(39, "red_stay/0000");
this.image = new PIXI.extras.MovieClip(frames);



function getFramesUtil(count, pattern){
    var frames = [];
    for (var i=0; i<=count;i++){
        var str = "" + i;
        var pad = pattern;
        var ans = pad.substring(0, pad.length - str.length) + str
        frames.push(PIXI.Texture.fromImage(ans));
    };

    return frames;
};

So, i am using Pixi.Texture.fromImage   or    also i am using PIXI.Sprite.fromImage

so as i understand they must get items from Loader right?

i just want to be sure that i am doing everything correctly.

 

best regards,

Alexander

Link to comment
Share on other sites

It's probably reloading them each time, the fromImage methods aren't intended for that. Access your loaded frames like this:

sprite.texture = loader.resources["animation.json"].textures["walkcycle1"]

Using spritesheets is more efficient because if you draw ten things in a row from the same spritesheet, the texture is only being loaded to the GPU once. It's slower to load a lot of small textures one at a time.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...