Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by stopviolence

  1. When i export a blender scene to threejs format, coordinates have changed. Seems that the exporter flips Z & Y axis. How can I correct this ?
  2. ok i've tried... so: - it works only for the sound i played on touch splash screen event - that sond plays only 2/3 times and then become silent
  3. Hi, I'm testing the sound.play() method on android & io. - When sound.play() is called on a "onclick" event, it works on android & ios, - When sound.play() is called on a "onload" or "requestanimationframe" events, it doesn't work on android & ios. What's the way to allow full script sound control on androids & ios ?
  4. I was not talking about gpu but about cpu. P.S. (it wasn't the point but i'd like to add that: for a small sprite, a gpu-drawcall is more cpu-intensive than a cpu-blitting)
  5. Thanks for informations. I made my last game without phaser, developed from scratch, it uses the old-school method of object pool generators in a large tilemap, so offscreen objects just doesn't exist. So i think i should keep this method for games with very large maps. Do you know a javascript game library working that way ?
  6. No, this other topic was about physic engines. Now, my question is about - the graphic engine - objects routines. What i want to do is make 100% sure that out-of-screen objects use 0% cpu.
  7. I must develop a game with a very large level, with about 500 objects inside. How will Phaser manage the stuff ? - does Phaser perform a stupid brute-force test on my 500 objects to check if they're out of screen, and so kill players' CPU ? - does Phaser stores cleverly my 500 objects in a spatial structure (like grid,quadtree...) to make a fast search on local objects ? Thanks to help me.
  8. I'm reading the doc, Seems that Arcade uses a quadTree.
  9. i read that in official docs: Phaser.Physics.Arcade - A light weight AABB based collision system with basic separation. Phaser.Physics.P2JS - A full-body advanced physics system supporting multiple object shapes, polygon loading, contact materials, springs and constraints. Phaser.Physics.NINJA - A port of Metanet Softwares N+ physics system. Advanced AABB and Circle vs. Tile collision. Seems that ninja uses tile grid. It doesn't say anything about spatial structures in Arcade & P2
  10. Thank you very much for information Do you know which spatial structure is used by p2 ? grid ? quadTree ? 2dTree ?
  11. Hello. I gotta develop a side-scroll plateform game with a very large level and a lot of rectangular platforms. I need to know how phaser manages collision detection "inside the engine": 1 - does Phaser performs a stupid brute force test on each platform of the map ? so my game should eat too much cpu and i should use a tilemap instead of rectangular platforms 2 - does Phaser stores cleverly the platforms in a spatial structure (grid, kd-tree...) to make a local search before testing collision ? so i can use rectangular platforms Thanks for help
  12. fun gameplay but there are some bugs (collision bug when changing screen, mapping bugs on sprites)
  13. there's a problem with mouse control
  • Create New...