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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. "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
  8. LizzieS

    Summer Sports Collection

    The skater game is very addictive, I liked the color scheme and the fairly simple character controls. Anyway, https://cashloansnearby.com/texas/mckinney/ can help
    1 point
  9. @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
  10. 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
  11. 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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