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Showing content with the highest reputation on 05/23/20 in all areas

  1. 1 point
    qdrj

    [Phaser 3] Bouncy Woods

    Sup my dudes, My latest game Bouncy Woods was released just yesterday on Poki - https://poki.com/en/g/bouncy-woods It was developed with Phaser 3 and MatterJS. Matter was pain in ass to deal with because I really needed "bullet" like bodies for this game and Matter doesn't support it. So sometimes you can notice "tunneling" issue - when balls go through blocks. If you have any feedback or questions regarding the game - please let me know. Gameplay video
  2. 1 point
    Hey trsh, I took a peek. Verified that the dirty counter is updating properly, tried messing around with starting and stopping the underlying video to see if that would help. No dice. The problem seems to be some kind of race condition, where seeking the underlying video results in the data copy failing if performed too quickly. Change your sample's change handler to: fs.onchange = function(e){ videoEl.fastSeek(e.target.value); setTimeout(function() { baseTexture.update(); }, 100); } And it will work as expected. I'm not sure what the solution would be should you be wanting real-time response times, but at least this should help narrow down the problem.
  3. 1 point
    ivan.popelyshev

    How to get coords in Filter

    For fullscreen filters pixi uses same coords, so "cont.filterArea = app.screen" seems to solve the problem. Any other sizes, ( whatever container bounds are) temporary textures have pow2 sizes, different from what you pass in u_lightmap - you have to convert "input coords" to "pixel coords" and then to your u_lightmap coords, probably passing dimensions of the lightmap through uniforms. If you want more info on coords, you have to go through https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters . Welcome to the forums!