tomph

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About tomph

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  1. Hi community! I'm just coming to the end of a big game project and I'm on the hunt for something fresh and exciting. I'm a UK based full-time freelancer with a hoard of experience. You can find my portfolio at https://www.tomph.com Give me a shout if you'd like to work together! Cheers, tomph
  2. Hi Yashash. I'd love to hear more about your requirements. I've sent you a PM.
  3. Thanks Wingnut/bghgary. I got there in the end - just had to keep digging. metadata was my friend I ended up writing a whole custom loader....and then realised I didn't have to. Learning is fun, right!
  4. Does anyone know how to extend the default babylon.js file parser? I'm successfuly loading a scene with the JSON data I have (Babylon File Format), but my JSON contains some custom metadata, which I'd like to handle when i load/parse. I'm aware of Scene.AddParser, but I feel like that is too far down the chain (my custom properties have been stripped out by the time it hits my parser function). Another thing I've noticed is you can do the following: BABYLON.SceneLoader.OnPluginActivatedObservable.add(function (loader:ISceneLoaderPlugin) { }); Is there anything I can hijack at that point? I can see loader has an extensions property..... Any help would be appreciated, thanks!
  5. Yeah, I have the same result for clear true/false unfortunately... Sorry, should have mentioned that
  6. Hi guys, sorry if this has been covered, but I've been going around in circles on Google today. I'm trying to render a selection of objects (screenshot) and resize said render/texture so that I can create a thumbnail. I have successfully been using renderTexture.render(), but I run into problems when calling 'resize' - basically, my texture is cleared. Excuse me if I'm being dumb. See code below. this works... var texture: PIXI.RenderTexture = this.game.add.renderTexture(1024, 768, "key", true);texture.render(container, new PIXI.Point(0, 0), true);//text.resize(width, height, true);this.game.add.sprite(0,0,texture); this does not work... var texture: PIXI.RenderTexture = this.game.add.renderTexture(1024, 768, "key", true);texture.render(container, new PIXI.Point(0, 0), true);text.resize(width, height, true);this.game.add.sprite(0,0,texture);
  7. I'm having the exact same problem. Anyone found a solution to this yet?
  8. I have the same issue. Any idea guys?
  9. Hi guys, I couldn't find any resolution via the search bar, so thought I'd see if I could get some help here. I have a Spritebatch full of tiles, but my collisions (or overlaps) are not happening. As soon as I change the batch to a regular Group, it starts working. When using Spritebatch, the bodies still seem to be enabled. They just aren't functional? From the docs, it looks as if Spritebatch is supposed to support physics. Can someone help me with this?
  10. Hey guys! If I have a large selection of sprites (tiles) that are owned by a spritebatch - what is the most efficient way of culling them? Currently I am adding / removing from the batch. Is this this the best way? If so, what is the most efficient way of updating the contents of the spritebatch? current I am being lazy and flagging those that are 'to be rendered' and placing them in an array and doing something like: batch.removeAll(); batch.addMultiple(array); is there a quicker way I can do this? Thanks
  11. ok cool. i guess I'd have to raycast, rather than actually use physics. Thanks for your help.
  12. On a side note. What's the basis of your optimisations? How are you achieving better results? If I can grasp the limitations of Canvas, I may be able to roll my own (if the externs don't work out)
  13. Yeah, I might try this. I guess i'd only need to point to those functions that are 'exposed' in your API. I've tried writing externs before, but have failed due to my lack of JS knowledge. Also, your plugin doesn't currently handle collisions right? How are you going about this in your games? Cheers,
  14. Hi guys, I'm really new to Phaser (and HTML5 games actually), but I've been developing games for other platforms for a while now. I have noticed considerable slowdown when rendering a tilemap (20px tiles, 2540 width/height map) and moving the camera on iOS (4S and 5S). I have tried in both WebGL and Canvas. From what I gather, this is generally down to the world size and the fact that when the camera moves, the map gets re-drawn. If this is a limitation to the platform, then so be it. I'm actually here to discuss how I'd go about optimising my large tilemap for mobile. I am considering building a sprite grid that is one row/col bigger than my camera viewport and dynamically setting textures/physics to sprites (outside of camera view) as I move around my level. Before I go about doing this, I just wanted to make sure whether it would actually be worth my while? Is this the correct way of gaining some extra FPS? I did actually see that someone has created a Tiled Plugin that offers considerable performance gains - however, I'm using Haxe and porting over this plugin will probably take me more time. Any advice on how I could get this game 'moving' would be great! Cheers!