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  2. i honestly didnt care about performance yet, im new to that physics stuff. I needed something, I made it Which box2d lib do you recommend?
  3. Its possible with new texture resource (demo: However i didnt make png+jpeg demo yet. If you are familiar with canvas2d/webgl API's you can just put some hard code there. Otherwise, put a request, you are the first one who needs it in last year or so. The only problem is that my queue is very long and im doing random things from it , not FIFO I think you can just take two ImageResources, and combine results of canvas2d getImageData's to array that you upload to webgl like BufferResource.
  4. Hi all, I have a backdrop for a little game that I'd like to split into layers (with some particles between) nothing major probably 2-3 layers at max. The game is for mobile and file sizes have got to be as low as possible. The backdrop in question is not something that can be tiled or recreated with an atlas so I'll need to split it into a few largish images. png 32s' tend to be too heavy, 8 bit will probably lose too much colour information. I was wondering about instead using a larger jpg (eg the backdrop is 1920x1080) but maybe extending it to a square 2k, then using that with alpha masks from (colourless pngs) as an alternative (if that makes sense). I thought this way I could drop the size of the jpg more without as much degradation as a png would have (& have finer control). Hoping the colourless pngs wouldn't make as big of a hit essentially just being an alpha map.. Sounds a long way around a small problem, just theorizing atm & wondering if anyone had tried anything similar, noticed any peformance hits using masks v png or even found a nicer alternative? Cheers for any advice!
  5. Today
  6. Greetings again. And again, we have the same problem. It has been 71 days since the end of August. And again we cannot receive our payment on time.
  7. Correction, you made two games with only HTML, JavaScript and CSS. I really like the Snake one, it has a very interesting perspective! This looks very good @danielmocanu, I have to say.
  8. Hi! We are Recruiting HTML5 Game Developers for our platform Koji where we buy game templates from developers. You can learn more about it here : Let me know if you're interested! Here is my email id if you want more details : If you are wondering why we posted in game showcase ? It is because post too long to be posted in Freelance and Hiring. It's urgent so i posted here. Thanks!  Regards,  Hamza Wasim - Koji
  9. There are numerous physics libraries out there. If you're sill undecided, I would recommend making some benchmark test to compare the functionality you need (which is what I did). I'd also look at how active that project is. Some of those listed above haven't been touched in years, so you'd def be on your own. One advantage of box2d is it is well known and used a lot. So while the version I am using may perhaps be dead, it's easy to find out some explanation on how to do what I need to do ... though generally the answer will be C/C++ based, I found it translates over. Just be prepared to wade through the source code for confirmation as well as how that particular implementation of Box2D named stuff :D. The variant I am using is actually pretty close to the C names. Oh, for the version I'm running, I didn't install via npm. I'm actually directly including it with my source files. It makes it easier for me to debug.
  10. @ivan.popelyshev interested you chose P2, I saw this from finscn who I recognised from the PIXI forums. In this test P2 runs around 20FPS slower than box2d
  11. Run Merle Run is an endless runner type HTML5 Game developed by Red Apple Technologies. It's a very fun and engaging game to retain players. Features: Engaging gameplay Controlling convenience To know more and play visit :
  12. More Art Works : Available for more art works! 2D Cartoon Art Work Game Assets Service : I can work on fixed price (based on my $14 per hour rate estimate), I do need a list of the assets to calculate. You can email me at for more details For Cost reference : Character Design : $7 - $28 (depend on details) +add $7 - $14 per animation (4 - 10 frames) (depend on details) Item $5 - $14 (depend on details) Background $14 - $56 (depend on details) Buttons $2 - $7 (depend on details) Etc. For a more accurate cost, give me a list, and I will calculate for a fix cost. If we have a deal, I will make some samples from the list to make sure you like the art style, if you approved then we move forward. etc. You can email me at for more details.
  13. PhysicsJS: p2.js: verlet-js: JPE: Newton: Matter.js: that depends what or how you want to do. I used to make my own 3D physics engine for a complicated game before. or you can pick up one and modify to match your demand.
  14. Hi guys, does anyone has some good idea on swipe up to fullscreen in iphone safari. i want a dodge but hacking solution just only for demo. Thanks mates
  15. Hi, I found two games made only with HTML, JavaScript and CSS, no game engine. Here is the link: They can also be played on mobile phones.
  16. I would vote to atleast then make the source open to paid users. I am sitting ducks without support ...
  17. In that case, write me as soon as you have something, i'd like to make an article based on that. "All the tilemap techniques!"
  18. Here's the demo for Pixi & P2 & PhysicsEditor: Part of update determines whether we need to copy pixi filelds to physics or vice-versa. If pixi position was changed -> copy from pixi. if (this._memLocalId !== display.transform._localID) { this.previousPosition[0] = this.position[0] = -display.position.x * PIXEL_TO_METER; this.previousPosition[1] = this.position[1] = -display.position.y * PIXEL_TO_METER; this.previousAngle = this.angle = display.rotation; this.wakeUp(); } else { display.position.set( -this.interpolatedPosition[0] * METER_TO_PIXEL, -this.interpolatedPosition[1] * METER_TO_PIXEL ); display.rotation = this.interpolatedAngle; } this._memLocalId = display.transform._localID; I used p2 compiled from sources, its different from NPM Demo also has a Mesh&Shaders part. Its not batched i'll make batched version later. From now on i will recommend this as a demo with physics and architecture
  19. @mobileben Thanks for the detailed post, appreciate it. A lot of really useful stuff here for me to digest. I'm still at the "R&D" stage so will definitely take some time to delve deeper into box2d. Cheers
  20. @macshemp, I'm using this version, as I'm using Typescript. Although it is possible it is now a dead project (see my issues). My issues are minor and more about some incompleteness in the interface. It is possible once I finish up this prototype that I make my own fork and mod it some. I have, however, found it to be stable and what I would deem as accurate (enough). Those tests I ran in my matterjs were tested against this version of box. I also compared "theoretical" trajectory with actual, and unlike matterjs, the box2d ones were "accurate". While I initially liked matter ... I now really like Box2D. It has some minor quirks, but it works well. I also did what you did ... didn't want to bother with the conversion of pixel to metric and vice versa. However, it is easy to work with. I use game objects with a gfx and physics property, where gfx is the PIXI graphics object (well my wrapped version of it) and physics is a wrapper to Box2D. I have a PhysicsManager which also has some methods for the conversion. Snippet look like this: get ppm(): number { return this._ppm; } set ppm(val: number) { this._ppm = val; this._ppmInv = 1.0 / val; } get ppmInv(): number { return this._ppmInv; } scalarToPhysicsWorld(s: number): number { return s * this._ppmInv; } pointToPhysicsWorld(pos: Point): Point { return { x: pos.x * this._ppmInv, y: pos.y * this._ppmInv }; } scalarFromPhysicsWorld(s: number): number { return s * this._ppm; } pointFromPhysicsWorld(pos: Point): Point { return { x: pos.x * this._ppm, y: pos.y * this._ppm }; } And in my GameObject update code I do the following if (this._physics && this._gfx) { // If we have both physics and gfx, update the gfx based on our physics const pos = this._physics.position; this._gfx.setPosition(pos); // Use rotation because this is in radians this._gfx.setRotation(-this._physics.rotation); } You may need to drop that negative rotation I'm doing. Oh, yeah, on the PhysicsObject, the position code looks like get position(): Point { const pos = this.body.GetPosition(); return { x: PhysicsManager.shared.scalarFromPhysicsWorld(pos.x), y: PhysicsManager.shared.scalarFromPhysicsWorld(pos.y) }; } So essentially I treat everything that doesn't have a special naming to it as "game space". So, box2D lives in "Physics" space. And actually, PIXI lives in Screen space. My game space is cartesian coords with center in the middle of the screen. Forgive any nastiness with the code, I'm a C++ guy that's on the learning curve of Typescript.
  21. @Lawbirth You might want to ask this question to our dev community, maybe someone else had it before and solved it:
  22. Yesterday
  23. I think I'll try making one of each of those for the webgl practice. Thanks Ivan!
  24. @mobileben - I did see your issues on the matter-js when i started looking, which is why I also looked at PlanckJS. Did you find box2d to be more consistent overall? I guess the pixel coordinates in MatterJS were more appealing on first glance than having to convert everything to the box2d world space. What port of box2d do you use as there seemed to be quite a few, was it PlanckJS? Thanks
  25. I use to load custom fonts, which handles the required hackery for you!
  26. Btw, programs are cached so its fine to create same shader many times. > Now what I'm trying to do next is actually show different textures for each tile within each chunk, for which I'm using a collection of tileTypes which is either going to be an array or texture uniform with the data for the 256 tiles that comprise the 16x16 chunk. I hope that makes sense. OK, so, there are two ways: 1. multi-texturing shader, put textureId somewhere there. Its approach 2. put types of tiles to uniforms, put tile instances in attribute. Maybe use instancing there - need to be done on vertex shader 3. draw big 256x256 quad and analyze current pixel in fragment shader - works good on modern devices, but speed is the same as for pixi-tilemap - you will have dependant texture reads. I just cant describe it all in a short post, and I'm very tired, so please make some kind of demo first that doesnt work, with minimum number of lines - and i'll try to fix it later.
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