All Activity

This stream auto-updates     

  1. Past hour
  2. Are you able to replicate this issue with other codec video? or example with the pixijs demo video https://github.com/pixijs/examples/blob/gh-pages/examples/assets/video.mp4 If no , it can maybe just a bad codec support. You can try another one. I remember have some issue with pixijs with video used some codec ex:vp9, but fixed with another. Staxrip can help you for testing different codec setup.
  3. Today
  4. Its a known problem Solution: https://github.com/pixijs/pixi.js/wiki/v5-Hacks#removing-65k-vertices-limitation Number of vertices is too high. I recommend to find another solution if that one will be slow on target devices. generateTexture()+sprites, reducing number of points in arc generation algorithm of Graphics, e.t.c.
  5. got this weird bug when drawing lots of circles let gameWidth = 800; let gameHeight = 608; const app = new PIXI.Application({ width: gameWidth, height: gameHeight, resolution: 1, antialias: true }); document.body.appendChild(app.view); var circles = new PIXI.Graphics(); app.stage.addChild(circles); let nSegmentsX = gameWidth / 16; let nSegmentsY = gameHeight / 16; circles.beginFill(0x5cafe2); for (let x = 0 ;x<nSegmentsX; x++){ for (let y = 0 ;y<nSegmentsY; y++){ circles.drawCircle(x*16 + 8, y*16 + 8, 8); } } It only happens when drawing circles with radius 7 and above in this case, anything below that drawing is normal as you can see in picture 3
  6. Thanks for the info, will switch to the official release then.
  7. @ivan.popelyshev It seems like no one else did have a look. Could I kindly ask you, if you had a chance to check out the example that I uploaded? Thank you!
  8. Hi, I can surely assist you in your requirement. I have sent you PM please check. Email also sent. contact me: noah at cisinlabs dot com
  9. @trych 5.2.1 is here: https://github.com/pixijs/pixi.js/releases/tag/v5.2.1
  10. We are seeking a very experienced Phaser 3 developer, who is familiar and comfortable working with the framework in typescript, in a full-time capacity. Must be familiar with source control, most specifically git. It is also essential that the candidate be familiar with NPM, and experienced in modular javascript. The ideal applicant will:* Have a portfolio of phaser projects to share, demonstrating good code design.* Have a good work ethic.* Be capable of working to deadlines* Be a team player.* Have good knowledge of design principles and patterns* Be ready to contribute to brainstorming and troubleshooting sessions* Be an excellent communicator* Be available for a minimum of 30 hrs per week, preferably 40 hrs.This project will entail the devopment of 2 gamified learning products, each of which will contain many seperate activities. Therefore, an 'engine' of sorts is being developed, which functions as a layer that sits on top of phaser, and under the products (will be published as an NPM package so that it can be shared and updated in a modular fashion), and wraps all the common functionality and types (super classes, mixins etc..) which both products will utilise, implement, extend etc. The right candidate will be expected to assists in the further development and maintenance of this engine as well as the two products which utilise it -- hence, the applicant should also have strong interpersonal and collaborative skills. This calls for a good understanding of OOP design concepts and principles, especially inheritence vs composition; an ability to determine when it is appropriate to abstract something into a seperate class, and when it is not.Please include references to at least 3 portfolio piecs, as well as a a brief explanation of how you would instinctively approach the design of the code base for these two learning products, and the underlying 'engine'. Use this as an apportunity to demonstrate your 'Architecture' skills -- convey a sensible structure; this will help us to see how you will fit into the devleopment team, and what you can contribute to the various stages of the process. If interested, please respond on this thread, and submit your proposal to richardsneyd@hotmail.com. Thanks and Regards, Richard Sneyd Head of Software Development Highwood Education
  11. Yesterday
  12. Hi I want to clone the Agario game. my canvas 1900x1900 px. My screen size is 1366x638 px. I want the player to move all over the canvas, moving on the canvas. However, the player can go from point (0,0) to point (1366,638). How can I solve this problem? Link Phaser2 | P2JS
  13. Yes, its possible. We cant make it work like that in main repo, because it requires many hacks and serious support, but in particular projects - yes. Maybe its easier to connect something like react fiber Just in case, its better to make your own App class - https://github.com/pixijs/pixi.js/wiki/v5-Custom-Application-GameLoop , render() method should contain an "if" It could be easy if every element had link to the stage, so you have to make it global or pass it down the tree somehow.
  14. Hi, I am new to babylonjs (and physics libraries in general). I have made a demo to illustrate my problem https://playground.babylonjs.com/#1XWKCR#1 I am trying to model a square grid that behaves like there is space in the middle, as in, if an object happens to be in the middle of it, the grid should be hanging onto it. Following the example here https://playground.babylonjs.com/#66PS52, I have created 4 boxes, positioned 90deg to each other, added a PhysicsImpostor.BoxImpostor, and parented them under a physicsRoot with PhysicsImpostor.NoImpostor. The grid behaves like there is only one collider, right in the center of the grid. Can someone please explain what is going on there? Thank you, vinz
  15. Hi all! First - thanks for the great work on PIXI. But now to my question. Is it possible to render only when there are visible changes? So not 60 times a second. I'm currently hanging on to the interaction manager and listen to almost all mouse and touch events. I also monitor DisplayObject.alpha, Sprite.tint, Sprite._onTextureUpdate, Transform.updateTransform, Transform.updateLocalTransform, Transform.onChange as well as Text.updateText and Text.text. As soon as changes are made there, I set a flag so that I can manually call the render function. Is this correct, are there easier ways? Thank you in advance!
  16. 8Observer8

    Game loop advice

    Hi, guys! What do you think about my movement: https://next.plnkr.co/edit/Bgf18uHzIkrRw9oW?preview
  17. Hi fellow Phaser Friends. I'm trying to add an `onInputOver` to an input that has been disabled. myInput.onInputOver.add(over, this); //TRIED myInput.input.enabled = false; //AND myInput.inputEnabled = false; But as soon as my input is disabled in any way the over handler is never used. Any hints ? ty
  18. Milton

    Game loop advice

    I beg to differ The movement is necessary, but using correct logic. I'm a big fan though Antriel
  19. Antriel

    Game loop advice

    With a brief look, I don't see anything wrong with the implementation. I would say it all comes down to `ctx.imageSmoothingEnabled = false`, which will cause the pixel positions to be rounded (which is desired for pixel-perfect pixelart game). At 60 FPS you sometimes get a pixel movement, sometimes don't, and not moving is essentially a frame skip, which at 60 FPS is visible. At 144 FPS, not so much (i.e. the timing is much smaller, so it's closer to reality). You can test that by playing around with speed setting, making it work well in 1/60 intervals. Although looking at your code, speed of 20 should work well (1 pixel every 3 frames). Try logging rounded position delta every frame and see if there's jitter or not. Repeating 0-0-1 should look good. Something like 0-0-1-0-1-0-0-2 will not. @Milton No, it's correct. It's simply an implementation of fixed timestep with rendering interpolation. When `dt` comes back smaller than `STEP`, rendering interpolation still makes the movement necessary. Thus allowing for a game with low logic rate (e.g. heavy physics running at 30 Hz) still render nicely on modern desktop with whatever refresh rate the display/gpu manages (~144 Hz, but anything really). Using `dt` directly would make anything with higher differential order non-deterministic and unstable (e.g. applying acceleration).
  20. Hi everyone !!! Recently I created another one of my little games, it’s called DINObit, this time based on a game called "T-Rex Chrome", ... that of Google. I have added my personal touch and some extra. The game consists of overcoming obstacles that you encounter along the way, it is very simple. Play from GameJolt!!! LINK: https://gamejolt.com/games/DINObit/464571 Bye!!!
  21. Hey, New games available for licensing. More details here: https://odiusfly.com I'm available for freelance works too. Thanks in advance, Kyriakos
  22. Milton

    Game loop advice

    const x = ... seems dodgy to me. You completely ignore the logic you use in the while loop (e,g, bunny.vel.x * (STEP / 1000) * bunny.dir.x;), and boundary checks... And what happens when 'dt' comes back as faster than 'STEP', e.g 15 or 16. The entire 'while' is skipped and everything goes haywire. No logic is used whatsoever, lastPos is never set, etc... You should just use 'dt' instead of STEP (and fractions of it).
  23. jake

    Game loop advice

    Good point, I corrected this to be: bunny.pos.x += bunny.vel.x * (STEP / 1000) * bunny.dir.x; bunny.pos.y += bunny.vel.y * (STEP / 1000) * bunny.dir.y; Didn't stop the stuttering.
  24. Last week
  25. I can’t believe January is almost over…wow. Anyhow, more brand new music tracks are looking for homes in your projects. 100% free to use with attribution: On my Fantasy 10 page: HAUNTED TUNNELS – (Looping) https://soundimage.org/fantasy-10/ On my Funny 7 page: GOOFY GUM – (Looping) GOOFY GUM 2 – (Looping) https://soundimage.org/funny-7/ On my Puzzle Music 5 page: PUZZLE FRANTIC – (Looping) https://soundimage.org/puzzle-music-5/ And on my Sci-Fi 8 page: TRIPPY SPACE TRAVEL – (Looping) GRUNGY FUTURE – (Looping) https://soundimage.org/sci-fi-8/ Follow me on Facebook for daily updates as I release new tracks: https://www.facebook.com/profile.php?id=100017638394276 And don’t forget my super high-quality Ogg files. Enjoy!
  26. Ultimately I want to have a canvas that fills the entire viewport width of the browser and have an image on the canvas fill the entire width of that canvas. I'm taking advantage of pixi.js's displacement filter so that I can create a pseudo 3d effect using a depth map underneath it. The code I'm currently using is let app = new PIXI.Application(); var w = window.innerWidth; var h = w / ratio; app.view.style.width = w + 'px'; app.view.style.height = h + 'px'; document.body.appendChild(app.view); let img = new PIXI.Sprite.from("images/horses.png"); img.width = w; img.height = h; app.stage.addChild(img); depthMap = new PIXI.Sprite.from("images/horses-depth.png"); depthMap.renderable = false; depthMap.width = img.width; depthMap.height = img.height; img.addChild(depthMap); app.stage.addChild(depthMap); displacementFilter = new PIXI.filters.DisplacementFilter(depthMap, 0); app.stage.filters = [displacementFilter]; Attached is a screenshot I even tried manually setting the width to the viewport pixel width on the canvas and the sprite to the actual pixel width of the viewport width and it still wasn't the right size. Manually setting the width for the viewport and sprite to the exact same number also doesn't work; the sprite is inexplicably smaller than the canvas. I tried to look at the documentation of the sprite class and see if there is something unusual about how sprites handle widths but I couldn't find anything https://pixijs.download/dev/docs/PIXI.Sprite.html How can I create a pixi.js sprite that fills the entire width of the canvas in order to make both the canvas and the sprite fill the entire viewport width?
  1. Load more activity