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Showing content with the highest reputation on 05/09/19 in all areas

  1. It's definitely the kind of information I was looking for. Depending on objects, situation, and technology a pool can save memory/cpu/battery or can make things worse, that's the part I don't know about javascript. I guess for the dragging example I can let it run from a fully charged device and see how long it last, then I can run the pooled one in same condition and see if that makes any difference.
    1 point
  2. Damn it last time you said you are working on an example for playable ad, you said its gonna be done in 2-4 weeks. And that was 2 weeks ago Ok well here we go me trying to make the spritesheet work UPDATE: It works. Apparently you have to call spritesheet.parse(()=>{}) yourself, which I didnt know (Parse takes a callback). And the meta data of the json, does not need any field for image.
    1 point
  3. GC in javascript is frequently undergoing changes, but for the last few years (if this hasn't just changed...) one of the main problems is that it isn't occurring "in the background when the program is idle" like most people assume. In truth the biggest GC hit occurs while creating a new object -- i know that sounds unbelievably bad but unless it has recently changed that's what is happening. The reason GC is invoked while creating a new object is that the trigger for GC is based off of trying to allocate new memory but discovering too much memory is already used. So right in the middle o
    1 point
  4. trevordev

    AmmoJS support

    Hey, AmmoJS physics plugin has been added to Babylon preview. It should work well with composite meshes which we've had trouble with in the past with other engines. Let me know if you find any issues or have any feedback. Note: Support for motors, soft bodies, other ammo specific features are not yet supported so yell if you need anything specific for your project. vid.mp4 Examples: Basic impostors: https://playground.babylonjs.com/#7149G4#31 Loading mesh and colliders from file: https://playground.babylonjs.com/#66PS52 Loading and adding colliders
    1 point
  5. jerome

    AmmoJS support

    BRAVO !
    1 point
  6. Deltakosh

    AmmoJS support

    YOU FREAKING ROCK!!!
    1 point
  7. I have updated the game to 0.4.5. There is a new mission with a new playable fighter, and I've done lots of performance optimizations on the engine (preparing for an upcoming version playable on mobile phones)
    1 point
  8. Hello everybody, I just wanted to let you know that coming with the 2.4 we have a new Observable Pattern. @Deltakosh is already using them almost everywhere he can for you to observe a particular event. So how does it works There're two parts: the Observable and the Observer. The Observable is a property of an object which represent a given event (like BeforeRender for instance). Users that want to have their own piece of code running in response of such event will register an Observer to the adequate Observable. Then it's the duty of the Observable to execute the Observers, whe
    1 point
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