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About przemoo83

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  1. That's a great answer and solution from you. Thanks so much!
  2. Hi I'm planning to develop a simple HTML5/Phaser game. The idea seems very simple but I'm not sure if my choice of tools is right the goal of a game is to draw a given shape as precise as possible. So for example we have a star which is moving alowly to make things a little bit more challenging and player need to draw a line around it as close to its edges as possible. The farther they draw from the edges the lesser points they get. Visualisation below So I thought that I should a physics engine for this to detect collision with the body of this shape and since shapes will be very different and complicated I cannot use Arcade for this. So i though about P2 physics but isn't that overkill for such a simple game? Maybe there's simpler and more efficient solutions to achieve the desired effect? Any advice will be appreciated
  3. How do I add a terrain that is built from tilemap to a collision group? I couldn't find any examples
  4. I use this very editor to export 3d objects to three.js JSON files I always thought of it a s a tool but you're right it's a great example of complex and fully operational 3d WebGL app. I see the same opportunity here. However although I'm fairly competent in web development I'm still very new to 3d. Currently I'm trying to get a grasp of 3d basics like math and GPU rendering. It's quite overwhelming and I estimate it will take me from 1 to 2 years to say that I'm more or less intermidiate in this technology. I fear that by that time there will be too much competition in this field.
  5. Thanks for the answer and clarifying that. Yes you were right I was actually asking about using WebGl in 3d applications. This is something I don't see very often. I'm myself thinkig about making a 3d product viewer/configurator which would use 3d models exported to threejs JSON format. It looks very promising when I think about it but I have some doubts about performance. Also it's hard when you don't have any real world examples to use. There are tons of small demos but no real commerciall apps to take example from.
  6. Under a rock definitely. To much competition out there.
  7. Do you think that WebGL is mature enough to be used in production? What I mean by ready is stability, performance and so on. Also are there any WebGL frameworks that are mature enough to be used in production? Say you have a client who orders 3d car configurator application that runs in a browser. Would you be willing to try and create three.js app that renders all objects in 3D? Or would you prefer to use 360-photo-based approach or some plugin? I'm asking because: First - I don't see many truly commercial WebGl applications. Secondly - it is really hard to find some good feedback about WebGl among web developers. It seems like they're not really interested in this IMO fascinating technology.
  8. Is there any easy way to achieve this effect in P2? Something similar to moveToPointer() in arcade?
  9. It does work:) thanks a lot! I wonder whether I could remove tiles with their bodies using the same method you described.
  10. For the sake of this example yes but if I get this working I will probably want to collide several more types. Does it have to do something with my problem?
  11. Ok I sort of detected the problem. I recreated the example using ARCADE Physics and it works well. So now can someone please tell me how to do the same using P2?
  12. Could anyone please look at this example and tell me why the player won't collide with the tiles that are created during runtime by clicking? What do I do wrong?
  13. I have this character made out of texture data: create: function () {; = 200; var playerData = [ '...00...', '...00...', '..0000..', '0..00..0', '...00...', '...00...', '...00...', '...00...', ];'block', playerData,4,4,0); player =, 300, 'block'); player.anchor.set(0.5);; },The problem is it never shows the first time I open the game. After refersh everything works fine but never the first time. Anyone knows the reason?
  14. I personally find it much easier to build UI outside canvas with HTML and CSS. However it gets more difficult when it comes to implement event listeners and so on and integrate them with Phaser.
  15. As far as I understand Phaser, if you make your game container responsive and make sure you correctly apply touch events you have a mobile game Every JS-enabled mobile browser should run it. The only difference between running a game on desktop and mobile is performance I guess.