
stopviolence
-
Content Count
27 -
Joined
-
Last visited
Posts posted by stopviolence
-
-
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
-
Thank you, i'm gonna try this approach
-
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 ?
-
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)
-
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 ?
-
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.
-
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.
-
I'm reading the doc,
Seems that Arcade uses a quadTree.
-
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
-
Thank you very much for information
Do you know which spatial structure is used by p2 ? grid ? quadTree ? 2dTree ?
-
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
-
nice game !!
congrats
-
Great game !!
-
On 23/10/2015 at 11:54 AM, jkohler said:
agreed with wombat turkey. the style is quite indie
maybe cos i was too lazy to draw nice graphics ^^
-
Nice game, congratulations.
-
i love cars' design !!!
-
good game !
-
i have no friends, i cannot play
-
fun gameplay but there are some bugs (collision bug when changing screen, mapping bugs on sprites)
-
Nice graphics but why is it so slow ?
-
very good game !!
-
good game
-
there's a problem with mouse control
-
did you just prank me in the second level? pretty sure I collected all bottles... but I had to walk back though the whole damn thing. crazy man!
maybe you missed one bottle...
[threejs] Blender export: cordinates have changed
in 3D
Posted
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 ?