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  1. Today
  2. I'm interested in the offer. My portfolio is http://www.noisechip.com/ You can also contact me via mail noisechipfreelancer@gmail.com or discord noisechip#8773. Thanks.
  3. All those casino games are fun but at the same time, they are just a waste of money so I prefer sports betting because with predictions from https://livescores.biz you can actually earn money.
  4. Slots always seemed to be a bit boring to me so I always preferred things like sports betting more. It's much more interesting in my opinion because you need to spend some time browsing for the information on https://fscore-bd.com and similar websites.
  5. Never was able to understand all those betting games. If you want to make a bet, sports betting is the only legit thing in my opinion. And it's my hobby by the way. That's why I have https://fscore.net bookmarked in my browser.
  6. Hello John, Greetings! i can assist you. Please Reach to me at Email :- carter@cisinlabs.com Or at Skype :- live:carter_1594 Awaiting your Response Very Best Regards Carter W
  7. Yesterday
  8. hey @ivan.popelyshev, this sujet intrigue me. So alway better to perform this kind of packaging algo in texturePacker ? Do you mean the texture from pixi or make a spritesheet in pow2 will also ok ? From what i understand, the size constraint from texturePacker resize only the baseTexture.
  9. in v4 "baseTexture.mipmap=true" is default setting so it should work if you have pow2 texture. If not - well, pick your poison. Use pow2 size or don't make big downscales. Oh, right, Welcome to the Forums!
  10. I'll check out those mipmap settings. I'm on pixi v4 right now, so I'll try migrating but it's an electron app so might take a bit of tweaking. Thank you Ivan!
  11. Happy Thursday! Here are this week’s new tracks…100% free to use with attribution: “MYSTICAL HIGHLANDS” – (Looping) – Perhaps atop faraway mountains where the clouds drift below you. Or maybe in the quiet alleyways of an ancient city. https://soundimage.org/fantasy-9/ Here are a couple new music tracks that might work for Halloween projects…or perhaps other things: "CREEPY HOLLOW" - Will you venture into the mist-filled forest? This track loops easily, btw. https://soundimage.org/dark-ominous-2/ “THE ATTIC OF SECRETS” – (Looping) – A dark, drafty place filled with long-forgotten things. What will you find? https://soundimage.org/fantasy-9/ Have a good weekend…and keep being creative!
  12. That's an old gamedev trick, you will encounter it everywhere First you press the key, keydown is fired ONE time, then after 9 frames it start repeats. Try that with your keyboard here - hold A and look at how letters appear, there's pause between first and second.
  13. Hello @ivan.popelyshev , Could you told me which OS and Browser you use? The keypress holding functionality work fine in my system, using Mac OS and Chrome. And Yes, I will change my movement logic, this is a great idea to both fix the problem and improve performance. Thank you very much.
  14. rich

    Sinusoidal path

    You could use the Sine tween on the objects y position and a linear tween on its x position.
  15. Hi, I understand your requirement and will be glad to assist you please share your requirement in brief at S.k.y.p.e Cis.am3 or e.m.a.i.l me at Frank AT cisinlabs dot com Regards Frank
  16. Extra info, what does mipmapping do: it scales down 2 times, then again 2 times, and obtains several "mip-levels" . then it samples the texture from levels depending on scale. Scale is determined through comparing "What coordinates of texture were asked in neighbour pixel shader". If we upload FAKE mipmap levels, we can see result like this: https://github.com/Busyrev/mipExploration , here we have curved space and its scaled in the center => mipmap is automatically switched there to next level (red), then next one (green) and so on. Manually scaling the texture and choosing sprite texture based on downscale also works! You have to use whatever you udnerstand and whatever is better for your case. Yes, it might be strange if you come from Web that now , in WebGL, you have to manage many other parameters: texture filtering, antialias, blendmodes, premultiplied alpha, gamma sRGB. Usually its managed automatically by browser, but that automatic managing can affect performance, and in WebGL world its significant, its all about performance. I'll have a talk in russian conference HolyJS about those things, I hope to translate it afterwards and use in other places too. I know that many people are smart enough to make their algorithms fast, but that kind of problems stop them just because they dont know specifics of WebGL switches and how big control they actually have, what responsobilities it raises.
  17. What's the size of image and what's the size of PNG? if PNG is power-of-two. then you can enable "baseTexture.mipmap=PIXI.MIPMAP_MODES.POW2" before it first renders then in case of big downscale (>2) it'll look better, it'll use those MIPMAP constants in webgl. If its not pow2 (512, 1024, 2048, e.t.c.) there are two ways: 1. make it pow2 - either scale either add more pixels at right-bottom, you can adjust "texture.frame" afterwards. 2. enable mipmap for webgl2 for any sizes: "baseTexture.mipmap = PIXI.MIPMAP_MODES.ON". It works only on webgl2 devices. In general, if you try big downscale in any WebGL renderer you'll have that problem. ThreeJS does resizing automatically. SUMMARY: its one of those things you have to know when you move your app to WebGL. There are others like that, for example: anti-aliasing, blending modes. DEMO: Try it here, comment the respective lines, switch to different modes: https://www.pixiplayground.com/#/edit/qWXxeV7e1KOyWayy6DLu5 . I know that even Google Skia webasm port has problems when you try to downscale "Google.png"
  18. Hi all! I use the "line2d" function too to display line segments with the same thickness. A very awesome and useful function 👍!!! In some situation, when the current line segment and previous line segment nearly overlap, the lines (better: the corners) will get "oversized". In my screenshots i move the red point in the arrow direction and the lines/corners will get "oversized". How can i avoid this? Best regards, Tim
  19. Do you have mipmaps on? Changing that could have some affect. Also does your sprite align to subpixel coordinates? That can cause some blurrines. You could also try changing the minFilter of the gl texture, though I'm not sure if pixi overrides it with setting from scalemode. In webgl possible options are LINEAR, NEAREST, NEAREST_MIPMAP_NEAREST, LINEAR_MIPMAP_NEAREST, NEAREST_MIPMAP_LINEAR, LINEAR_MIPMAP_LINEAR. I'm not sure what minification algorithm browser uses with img tags, but I'm pretty sure it's something more expensive and with better quality than the ones used in realtime rendering.
  20. Hello, my name is Alejandro. I'm an indie developer, I work also as freelancer. My portfolio is http://www.noisechip.com/, my rate is 10-15$ hour. Here are some examples of my work: You can also reach me by mail noisechipfreelancer@gmail.com and discord noisechip#8773. Thanks.
  21. About 1.5 years ago I worked in a company and we developed a mobile 2d game using React Native (Expo) as a core and for interface elements and Three.js for WebGL and game logic. It was not a good case since Three.js is overkill for small 2d game and doesn't provide any game-specific methods like game engines does, so I tried to replace Three.js with Phaser CE, and for that time I haven't found a simple way to make Phaser works with RN, also. So I make a conclusion that React Native is not suitable for game development, and it's much easier to use something like Cordova with Phaser, or some other game engine that has an export feature to mobile platforms.
  22. hum very strange, i never get this kind of issue on my side did you try update pixijs 4.8 ? i have no theory sorry, maybe wait other suggest.
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