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  1. Today
  2. @ivan.popelyshev I actually have one more question. I need to implement custom blending for when tiles are overlapping. Will your pixi-picture plugin work for this? Are there any caveats I should be aware of or is it as simple as just setting the blendMode for the sprite?
  3. Yesterday
  4. Thanks, great article! Keep sharing!
  5. Great. I think I just needed confirmation that I am not botching anything. Thanks!
  6. > I'm developing an ECS framework around pixi.js nice, that's usually how game engines are built on top of pixi > pixi-layers I wrote custom TreeSearch in that plugin, so it can be wrong, a bit. > Is it the case that pointer-ized (standardized/working) event listeners only exists on PIXI.container but not on InteractionManager? pointer-ized events exist in InteractionManager somewhere, look around. For your goal, CTRL+C-ing TreeSearch or whole interactionManager is fine, dont be afraid of doing that
  7. > I'm using a 2012 Macbook Pro with integrated Intel HD 4000 graphics I think you hit the bottom with it. 30FPS on that machine is good enough for webgl, we need webgpu stuff to go deeper
  8. Hi, new here, been developing in pixi.js for a bit over two months now, absolutely love it. I have encountered something that I've been stuck on weeks that I hope someone can help me with. The issue is similar to the topic posted in 2019 but with a different use case. Some context, - I'm developing an ECS framework around pixi.js - Wanted to capture normalized events from the InteractionManager to check for all sprite events at the same point - Some events captured were (pointermove, pointertap) from originalEvent (chrome), and (mousemove, mouseover, mousedown, mouseup) from eventData but alas (mouseout, and some other events) are not working - using additional plugins (gsap, pixi-layers) Regular events in the documentation works as listeners attached to the sprite. I needed to trigger those events under my Systems so I did a check on the interactionManager on every tick. Is it the case that pointer-ized (standardized/working) event listeners only exists on PIXI.container but not on InteractionManager? If so do point me to the adapter class, i'll be eternally grateful Do let me know if I'm missing any details, thanks!
  9. The number of simultaneous webgl contexts is limited by browser so if you have multiple tabs open with a webgl context or a page with multiple webgl contexts they addup. Or you graphic card is limited, i don"t know ; post a demo or your code somewhere so people can test on their machine
  10. OK good! Just using a generic Application instance for now created with nothing but height and width options of about 1500x1500. No antialiasing. I'm using a 2012 Macbook Pro with integrated Intel HD 4000 graphics 😞 (most users will obviously be on much better hardware, but I'd like to optimize as much as possible on lower-end just in case)
  11. Here's a post that explains how to call a function on the last frame of an animation. For your specific case you could start with a disabled collider (say on a sword) and then once the attack animation is complete, enable it.
  12. Hi everyone, I’ve added more free texture images for this week: Tile-able Asphalt is here: Tile-able bark is here: And tile-able brick is here: I’ve also created an index page for all of the image pages. It’s accessed from the top menu bar on my site. OTHER NEWS If you happen to need some creepy-sounding music, I’ll be releasing some new tracks tomorrow. Be sure to check my free music thread. In the meantime, if you find my free assets helpful, please consider making a small donation on my website to help support my efforts. Please stay safe.
  13. Thanks for all of the applicants so far, I've had a lot of emails, I'll try to get back to everyone within the next couple weeks
  14. The Inauguration is only days away. Can you find the U. S. Presidents in this customized HTML5 word search game? Use the mouse or touch screen to click, drag and find the words! Enjoy!
  15. I tried to use this method, but I got this moire pattern. There is stackoverflow answer to such question but I don't how to translate the code to pixi and pixi-viewport
  16. Hi all, Bitmap fonts don't display correctly on both Chrome and Safari (both on Mac), but sprites render correctly (green gradient on the side of the attached images) I've tried with different fonts and this is my configuration. This happens with both zoom:1 and zoom: 2 and larger canvases (e.g 800x600) var config = { type: Phaser.AUTO, scale: { parent: 'gameDiv', autoCenter: Phaser.Scale.CENTER_BOTH, width: 400, height: 300, }, pixelArt: true, roundPixels: false, antialias: false, backgroundColor: '#000000', scene: [ Boot, Preload, Title, Options, Credits, Play, End ], physics: { default: 'arcade', arcade: { debug: false } }, zoom: 2, }; This is how I load and use the fonts. I've tried using both .xml and .fnt //load this.load.bitmapFont('pinscher', 'assets/fonts/pinscher-hd.png', 'assets/fonts/pinscher-hd.xml'); //use var title = this.add.bitmapText(0, 0, 'pinscher', 'Game Title', 30); Thanks for any help in fixing this
  17. The profile is ideal, fragment shader itself looks fine, means the problem is in fillrate. How do you create renderer, which params do you use for it? Do you by any chance use "antialias:true" ? Whats your videocard?
  18. Pools and pre-populating should be used only if you are sure it'll work.
  19. Looking for new projects Zombies Card Game, 'OMZ! Oh my Zombies' Email Skype ID: hephaestusent Feel free to contact us for your Art related queries. Thank you HEPHAESTUS ENTERTAINMENT 2D/3D Game & Animation service provider @ Indie price Contact Details: Email Skype ID: hephaestusent Facebook: More Art:
  20. Hi, Ivan. Thank you for replying. I have literally tried everything I could think of and I'm out of ideas. As for your comments: I cannot migrate to v5, I'm stuck with v4. I didn't explain it well enough. It happens only on apple devices with version 14.x. Safari and Chrome. I read some threads online about that problem. Apparently there is a bug with ios and ipados v14 and this context losing issue. I'm using an atlas sprite for images generated from TexturePacker. I load the atlas once, then I used these textures to create a sprite. I will check it out for sure. I can manage and monitor CPU memory management, but I don't think I can do the same with GPU's. And may be the problem lies there. It is really weird. The bug only happens after a huge amount of swipes back and forth, but still is a big issue and should not happen. There is only one thing left for me to do, refactor the whole thing by creating the object when the constructor is called, make them visible false, and only populate the data on swipe and make then visible true, instead of every time adding and removing, but this is will be a huge refactoring, and I'm not even sure that will work. Really need ideas what could fix that problem.
  21. Here I am using single graphic object with lines to draw and there is spike in GPU utilization, and it stablized when number of lines are reduced. I think there is also a limit to number of graphics pixi.js draws. So I am planning to have unlimited grid so may be grid shader might help.
  22. A video is the perfect way to put your app in its best light.It is engaging your is required in promo video in instant game.
  23. OK so the number of draw itself isn't a concern. I'll won't worry about batching for now. You know, maybe I'm misinterpreting the profiler. If I look at the summary, idle time is quite high. But what doesn't make sense to me is that idle time is so high yet framerate is pegged between 30 and 40 fps. I've attached a few screenshots of the profiler results. Maybe there's a problem that jumps out at you? Or maybe there's nothing wrong and my laptop is just too shitty.
  24. Last week
  25. ... look in spectorJS how many times drawArrays/drawElements/bindShader are called. 40 is small number. > So this must mean that rendering all of these tiles is too slow, correct? Yeah, but which part is it, pixel filling or what? did you look in bottom-up? did you look whether its gpu process eating or js?
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