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  1. Zenext

    Pixi.js Showcase

    Hey guys. Shameless plug for a game I am working on - Mahjong Solitaire. Made with Pixi V6. It's a simple puzzle game so nothing crazy in terms of gameplay/graphics dev, but I've spent quite some time perfecting the scaling algo to adapt for all possible screen sizes.
    2 points
  2. > Also which method will be faster , to draw the lines or to load them as Sprites from image files ? I know the amount of operations is low here - only 10 lines , but in theory loading them from .png files looks to me the faster method. I dont think there's a difference on 10 lines
    2 points
  3. The official line: "SceneGrinder is an immersive 3D Virtual Tabletop (VTT) with unique features, like first person point-of-view and interactive NPC's that you create. Our system is 100% browser-based, with no application to download or server to set up. Runs on desktops, laptops, phones and tablets." I am one of the devs. We are in pre-launch for a Kickstarter coming in June. We need as much support as possible. Check us out at https://www.scenegrinder.com/loop-me-in to sign up for Kickstarter notifications, or if that's not your thing, just go to https://www.scenegrinder.com for videos,
    1 point
  4. Very nice work Zenext, please let us know how the monitazation go
    1 point
  5. looks like a bug. should be reported in pixijs github issues.
    1 point
  6. In javascript the scope of the function depends on how it's executed. For example if you have a class and you call it by myClass.foobar() then that is executed in the scope of the class. But if would do something like var func = myClass.foobar; func(); it would execute outside of the classes scope. Basically same thing happens when the event handler is run as you pass the info about the function only and not the scope. Old way of doing this was that you would do something like this: var that = this; function handler( ){ that.foobar(); } window.addEventListener("something", hand
    1 point
  7. or make canvas2d of pow2, draw image there, make texture out of it in pixi, enable mipmapping. Yes, this behaviour is default for ThreeJS, but pixi does like to force users to learn stuff
    1 point
  8. You cannot change anything inside graphics, you can just "clear" and refill it. However, there's a "tint" property. Make white rectangle, then change "tint" whenever you want. Alternatively, use Sprite with "Texture.WHITE" as texture, and tint it.
    1 point
  9. There's a demo for v5 too https://www.pixiplayground.com/#/edit/Ngi8fYSPwGGZYnfGIHb9O It was mentioned here: https://github.com/pixijs/pixi.js/wiki/v5-Hacks#re-use-previous-frame-of-filtered-object for v6 you have to update the code a bit because filterSystem most probably was changed
    1 point
  10. Hi, I just joined this form and am very new to the webgl development, so my apologies in advance if this is a question that does not really make sense. I am currently trying to use PIXI.js with a third party data visualization library. One of the classes in this third party library provides a way to customize the way it renders graphics. In the sample application, they do this by writing a raw webgl but I would love to do this using PIXI.js if possible. This class passes webgl context (this.context) so we can do something like below. const gl = this.context; // webgl contex
    1 point
  11. Well, you have to update pixi-layers to latest, and it will spawn deprecation warnings anyway. Its not yet migrated to new plugin format , but it works Also, probably update viewport. 5.2 5.3 and 6.0 have serious changes for it, i dont know whether it was re-published already for latest v6 features. Theoretically, on v6, viewport should be much faster
    1 point
  12. @ivan.popelyshev Thanks! I use the following plugins (except pixi-tween): Most importantly, will upgrading to v6 improve performance? If so, then it's a must 😄
    1 point
  13. cuca

    Map world size question

    Hi, don't take anything in this message as written in stone. I never used Phaser, all I'm going to say is based on previous experiences I had. 1. Using engines or not, usually there's no standard for this, given that in games with big worlds there will be lots of implementations to process just what's near the place, reduce quality for far elements (in 3d mostly, with level of detail), for instance. 2. Definitely not. You could, if you want, but it's not as a "you should/must". Be free to make your world as giant as you want. 3. I'd suggest reading and learning more about
    1 point
  14. Here is a short example I wrote https://phaser.io/sandbox/edit/DuRpdEGQ This loop with check for distance is used to call the flutter action, try to make it more suitable for your use case bats.forEachAlive(function(bat){ if (game.physics.arcade.distanceBetween(player, bat) < 40 && !bat.fluttering) { bat.fluttering = true; flutter(bat); } }); Hope it helps
    1 point
  15. Hi, thank you very much for your reply. I am really glad that you have done something similar with other library (three.js). According to the document, the third party library seems to reset the state for me https://developers.arcgis.com/javascript/latest/api-reference/esri-views-2d-layers-BaseLayerViewGL2D.html#render "Every time that render() is called, the API automatically resets WebGL to a conventional state which is almost the default one; the only two things that may be non-default are the bound framebuffer and the viewport, which is set to match the entire framebuffer.
    1 point
  16. One way I can think of is iterate through the living members of bat group and for each active member of group check the distance between that member and player. Once the distance is within limit run your flutter code. This is currently one way I can think of there could be a better way if you dig through examples of Phaser v2
    1 point
  17. For the moment i've juste generated a terrain chunk: http://punkcoders.free.fr/Punk3d/ Next step is trying export a mesh from blender.
    1 point
  18. 1. Pays well compared to others and the last couple of months I finally get my payments on time. 2. Very low earnings but does pay on time. 3. Got my account deactivated for being "inactive" while close to payout, have heard more people had this happen. 4. No experience with them.
    1 point
  19. mesh-shader + renderTexture. If you know how to put your stuff into shader, you can do it. https://pixijs.io/examples/#/mesh-and-shaders/triangle-color.js
    1 point
  20. ok i'll see what i can do, i just started out with pixi and graphics in general so everything is still unknown to me and i don't know how to behave, i'll first finish the functionality then move to optimization
    1 point
  21. yes, look at renderTexture 's . Also if you want better quality, just draw those things on canvas2d and use "Texture.from(myCanvas)" and "texture.update()" every time you change that canvas.
    1 point
  22. jonforum

    Smooth Preloader

    if is for desktop app, just use nodejs https://nodejs.org/api/fs.html You read folders and files, storing all metas somewhere (size,type,hash,path....), and you can make your loader with those meta and track smoothly the progress. For web (you dont have nodejs) so you will need manually add those meta informations. Maybe a task before publish, to get those metas.
    1 point
  23. "Texture.fromBuffer" . You can later update it with different data. However, it works only with WebGL. If you want canvas, better to handle getImageData/setImageData and use `Texture.from(myCanvas)`, and call "texture.update()" every time you change something
    1 point
  24. People usually use SimpleRope for that
    1 point
  25. LizzieS

    Summer Sports Collection

    The skater game is very addictive, I liked the color scheme and the fairly simple character controls. For those who recently live in Texas, https://cashloansnearby.com/texas/mckinney/ will help you choose payday loans
    1 point
  26. Megabyte

    Winter Sports Collection

    Surfer is amazing game. Good job.
    1 point
  27. @LoudSilence hey, these are interesting (and specialist) questions - you may do best finding someone who is already hosting similar and asking them directly? For what it's worth these are some things I learned when building similar for a client: Yes, Nginx as a proxy for NodeJS is a win-win Using PM2 to manage multiple NodeJS apps is also a win - and check out the multiple instances mode if going multi-core Weigh up multi-core vs multi-server - within a virtual environment I'd always favor the latter (8 lite servers rather than a single 8-core server gives more redundanc
    1 point
  28. Why do you need multiple gsap threads? Also , that's how you use single RAF for both pixi and gsap: https://pixijs.io/examples/#/gsap3-interaction/gsap3-tick.js , and there are other examples. Please read them and then make question more understandable
    1 point
  29. For anyone looking at similar problems in the future: I have resolved the performance issues I was having, but I have already moved away from having interactive tiles, opting instead to calculate the tile hit by a click event. While the interaction manager did cause a performance issue, it was not the main issue I had. And to be fair I had more buttons in the scene then was reasonable. The main issue I was having was a lack of understanding of how The PIXI.Graphics class works. I was working under the false impression that 1 shape should be 1 graphics object. I thought this would
    1 point
  30. The background is tile-based and made up of about 6 tiles at that zoom, and yes I'm using antialias but it's needed. Thanks a lot for the help, but I think I will pause the pixi version for now and try out something else.
    1 point
  31. Hello everyone, I'm the developer of RenJS, an html5 visual novel creator (that uses Phaser 2 as it's base!). Here's a complete devlog with all the new (and old) features! https://lunafromthemoon.itch.io/renjs/devlog/234935/the-new-version-of-renjs-is-in
    1 point
  32. Defold is a cross platform game engine with good support for HTML5 games. The Defold Foundation recently partnered with Game Distribution to simplify the process of developing and releasing games for Game Distribution using Defold. GameDistribution is the biggest broker of high quality, cross-platform games and their network serves over 300M users a month with top HTML5 content. In this blog post we’ll look at how to add the Game Distribution SDK to an existing game or how to create one from scratch. We will also look at how to submit your game for distribution through the Game Distributi
    1 point
  33. Just in case anyone comes here for information - using sound sprites actually works much better for loops, probably for the reasons relayed in the above posts.
    1 point
  34. I created a tool that allows direct engine to engine and version to version performance comparison: https://github.com/themoonrat/webgl-benchmark
    1 point
  35. The first error is caused by Phaser trying to destroy the Data Manager of an Arcade Sprite. Do you ever touch the `data` property on any of your Arcade Sprites? If yes, consider switching to the `getData` and `setData` methods on the Game Object instead. Phaser expects the `data` property to be a Data Manager, so setting it to anything else without special precautions will result in an error like yours. I can't immediately pinpoint the cause of the second error. For some reason, the Event Emitter of a Scene's Systems object doesn't exist and I'm pretty sure that shouldn't ever happen (any
    1 point
  36. I managed to figure it out and cleaned it up a bit! Full source is at https://github.com/Colbydude/phaser-3-palette-swapping-example and a demonstration is attached. Cheers for the point in the right direction, Rich.
    1 point
  37. Did you set the width, height, and tint? var bg = new PIXI.Sprite(PIXI.Texture.WHITE); bg.width = 800; bg.height = 500; bg.tint = 0xff0000;
    1 point
  38. Welcome to HTML5 game development. Here's the elephant in the room ... generic interstitial in-game-ads are worthless. $1 eCPM roughly means "if 1,000 players play my game I might get to share $1 with my publisher 60 days later". Does that sound viable even before we reduce it by factoring in odds of non-payment, cost of collection, ruining the player experience etc? Or, does any story of a positive experience suddenly make it a compelling proposition? My general advice to newcomers is "make games for fun", and develop your own audience while doing so. First make a small game collect
    0 points
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