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  2. There are engines and there are separate libs that you can build your own engine on. Engines/frameworks usually mean that there's dependency injection somewhere, most of your objects are being tracked by not-obvious systems. Libs just give you better abstraction and basic implementations of doing sound, graphics or inputs, physics or inputs
  3. Hello everyone! I have a question. At the university, the theme of the term paper "interactive visualization of physical processes" requires consideration of various tools for creating games in html5. described all the pros and cons of the engines. Can you tell me which engines are worth taking for consideration? and which one is better to choose. consider required and paid and open sourse. but you can use it only for free. Well, the optional addition of sound and 3d is desirable, but this is not necessary.
  4. Today
  5. The drawing is fast enough now after changing some bad code :] i don't need help anymore thank you anyways 😄
  6. How can I do if I using Particle Container to make each sprite interactive ? Because it doesn't work now Edit: I read this : But How can display 250000 sprite and make it interactive at same time ?
  7. Okay, thank you :] it draws only visible chunks so its not that hard i guess! i made it kinda faster by using faster bilinear interpolation (calculate edge values and use this values to calculate other pixels values faster). im making rn a simple search algo that find rectangles with the same color and draw them instead of drawing it pixel by pixel :] im not sure you understand what i want exactly i want accelerate drawing the map by using webgl if possible bc drawing using fragementshader is pretty fast but it keep drawing it again and again every frame , i will maybe use fragementshader to draw chunks incase i add some animations like water level changing!
  8. Hi, I'm Tim, I'm a Concept Artist / 2D Artist I design characters, weapons, and objects I work in many styles and in many settings I can use 3D, photobash and matte paint in my work learned programs: Adobe Photoshop, Blender, Marvelous Designer, KeyShot. Write to me in the mail Portfolio: mail:
  9. Did you try to profile it with devtools? Look at which functions consume the most time. I think its because its re-calculating bounds of all those graphics objects on screen. Btw why are you using graphics for tiles? You can try Sprites with PIXI.Texture.WHITE and "sprite.tint" that you want, it'll be faster for interaction in your case, but still very heavy because interaction will iterate and check every item. There's no quadtree in pixi, so its your job to provide InteractionManager with better search algorithm
  10. Hi, I have this code who lag when I drag it for navigate in the map. Same for zooming with the mouse wheel. What's the best way to avoid it ? Thanks
  11. Princess Cheongsam Shanghai Fashion - Princess Fashion Dress Up Games Game Link : Princesses want to play and enjoy their time, making cute dress up styles. Being BFFs forever, they have tried all possible outfits. Curiosity helps them to think past current century. As they grace through history, they decide to adopt Cheongsam Shanghai Fashion. Anna and Elsa finally land up on interesting dressup costumes in Qing-style stops , modern Qipao with high-slit cuts & mini dress. Help them choose the right color, dresses and present them in majestic imperial fashion. #princess #fashion #dressup #cutedressup #roleplaying #cheongsam This game developed using phaser framework. Play the game and let us know for any feedback and suggestion. We are happy to receive your suggestion and feedbacks to improve us. Thanks
  12. Bear in mind - you are asking about very difficult thing that is not supplied by any html5 library and i dont know of frameworks that can do that. Usually people discuss it only in context of agar-io and its heavy already. You have not only circles but many other objects on the map, and you shouldn't wait when someone gives you solution, you should research it and ask more concrete questions. Without your own high-level algorithms its just not possible
  13. oh, you dont want to draw on that map.. I just thought you want a drawing app It looks like dynamic meshing with chunks, like in minecraft. What is the problem? Problem is that its a big topic. I call it "problem of 100k bunnies" In that kind of cases there are high-level algos that are made by you and low-level structures/algos that you take from pixi, plugins or write yourself. Resulting performance depends on both, its all about balance and it took me 4 years to learn that. People usually solve their first problem randomly using algos that they think are "effective", but true mastery comes only in 2 or so years. Without many details, its just not possible to say "yes, that algorithm will work for your case for sure". Usually when we discuss this, I reference pixi-tilemap, so please use this search if you want more info on subject (even if its not related to tilemaps):
  14. Hey. I have a big problem. This behavior was seen only in Chrome macros. I have several containers with sprites, only one is displayed at a time. Multiple 1920/1080 sprites are simultaneously in the container. The container also has this size initially. (I need to make a background image) When you go through browser tabs for a while or are inactive, the image is oversizing. It is getting huge. I do not understand why this is happening. I need the image to scale adequately when resized, and not stretch. Any help would be very important to me.
  15. here is a quick exemple. im using 2d canvas and async now (i thought game did draw chunks asynchronously but i forgot to add it) and added option to change map resolution its good enough i guess but using webgl drawing will be alot better. like pixi does with fragementshader 😄 // drawing a pixel in a "block" mapInfos; // 3d array sent from server to client that conatain infos of the top left pixel of everyblock. //client use the mapInfos and bilinear interpolation to calculate infos of other pixels than use that to choose a color. pos; // pixel position in the chunk normilized to 0-1. cpos; //block Height = bilinearInterpolation(pos,[mapInfos[cpos.x][cpos.y][0],mapInfos[cpos.x+1][cpos.y][0],mapInfos[cpos.x][cpos.y+1][0],mapInfos[cpos.x+1][cpos.y+1][0]]); Temperature = bilinearInterpolation(pos,[mapInfos[cpos.x][cpos.y][1],mapInfos[cpos.x+1][cpos.y][1],mapInfos[cpos.x][cpos.y+1][1],mapInfos[cpos.x+1][cpos.y+1][1]]); // check what color it should be using Height and Temperature value :] and the result is something like this (ignore ugly trees/stones they are just for test) and map will be something like this
  16. I had the same issue and posted the location of the custom properties here if anyone is still interested Note that I found it in the `data` property with the current Phaser version, 3.23. I'm not sure if it was always set in earlier iterations of Phaser 3.
  17. I should add that I got that output with Phaser version 3.23.0 (the most recent one at the time of writing). It's possible that it may not have been in the version you used at the time
  18. Yesterday
  19. Its all possible, but requires soooo much explanation. Please provide more information about your current implementation. Also I know a number of projects like that and all of them are struggling, spending lots of time on perfecting the technique. I dont know if i actually can explain you all the tricks of production-ready apps for that kind of thing in several sentences Usually ist collection of RenderTexture tiles (256x256 or 512x512) , and you take mouse input, interpolate to curve, spawn a number of "brush sprites" and then render their container in tiles that are affected. Something like this:
  20. Thank you I will see if Particle Container does the trick even if it lacks the most advanced functionalities. I'm not sure I undertand your second sentence. What do you mean by statics and having several graphics? Isn't it already what I am using? Thanks again.
  21. ParticleContainer with sprites can survive this. For statics you can also put everything in several graphics instead of 10000. For real static small images you can use pixi-tilemap. I recommend to go through if you want to understand canvas capacities No, we dont have pixi version of it yet
  22. I am using pixi.js to create an interactive grid. This grid is composed of PIXI Graphics rectangles. I am now creating a layout of 25000 rectangles and the browser is having a hard time to process it (code sandbox below) This is my setup : setup() { // making a 30 x 13 grid of tiles for (let i = 0; i < 25000; i++) { let square = new PIXI.Graphics(); square.beginFill(0xF2F2F2); square.drawRect(0, 0, 25, 25); square.endFill(); // Opt-in to interactivity square.interactive = true; square.buttonMode = true; square.on('pointerdown', this.onButtonDown); // square.on('pointerover', this.onButtonOver); // square.on('mouseout', this.onButtonOut); square.x = (i % 30) * 32; square.y = Math.floor(i / 30) * 32; // add squares to stage this.viewport.addChild(square); } } Is there a way to optimize this or have I maxed out Canvas capacities ?
  23. Those are very nice games!! Good Job!! 😄
  24. I'm sorry but there isn't any text in this reply. Is it just me?
  25. My game have map auto generator that make an unlimited map pixel by pixel, i tried to draw it pixel by pixel using graphics that was so slow! so i tried 2d canvas and drawing chunks asynchronously that was good kinda good but ah still slow sometimes i can see unloaded chunks and can be a huge problem for players with bad computer, so i tried webgl fragementshader instead that worked good but it draw it again and again when i need it to draw it only once is there anyway to draw it using webgl in pixi other than fragementshader?
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