soylomass

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About soylomass

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  1. Users have been reporting a problem for a long time where after some time playing the game, chat messages and player names (both of which use Text elements) would disappear and some time after that, the application would crash. As I don't have an iOS device, I installed XCode on a Mac OS VM and started to debug. I found out that most of the memory is consumed by Canvas instances, that don't seem to be garbage collected. I did a search on Google and found this https://github.com/openlayers/openlayers/issues/9291, could this be related? I will set the Canvas element's size manually to see if this fixes the issue, and will report with my results.
  2. I'm using Pixi 5 legacy and I notice that in Canvas mode, resolution affects texture sizes, see the examples: I'm making a "center light" using 4 square sprites and a center radial gradient sprite. I make it this way so the sizes can be dynamic. Both the green sprite and the red one have the same height. In this case I'm using a 8x8 white, tinted texture for the red sprite. If I use a base 10 (10x10, 100x100) texture, the effect almost disappears, scaling correctly: Also, if I use 1x1 texture, the sprite becomes invisible with a resolution other than 1 (at least smaller than 1). Is this normal? How can I avoid it?
  3. Yes, maybe I could create a small square version (for example 100x100) of the sky gradient, apply the gradient transparency on it somehow and then create a texture out of it and use it in both sides enlarged/skewed, this way I would be using only a small additional texture per sky. (though maybe 100x100 will look bad when enlarged) I will try this later.
  4. The sky is made from a 1px width gradient, pixi works fine with that. But the gradients are made in real time as the users can change the colors of the skies, so everything has to be dynamic.
  5. The problem is that the skies are gradients, not solid colors, so the borders should not only be a gradient from top color to bottom color, but have an horizontal alpha gradient from 1 to 0.
  6. I feel writing shaders is far away from my possibilities, at least for now😂 Will investigate anyway. Thanks!
  7. I also experimented with drawing the graphics at the side line by line (or polygon by polygon, actually) from alpha 1 to 0, but I found out that to look good it should have next to one line per pixel and it would require a lot of lines, I don't think it'll be performant either. PS: Instead of sprite mask, in the first case, I tried with graphic mask, but it didn't respect it's content, it either showed all or nothing (no intermediate alpha values)
  8. So I'm building this map editor: https://mapmaker.deeeep.io/map/mrbirdyflee_cartography As you see, the separation between sky objects is too rough, I'd like to soften it. Each sky is a graphic object with textureFill and drawPolygon (because they are polygons) So what I did is create an aditional graphic per side, draw an extension of the sky on each. After that I use a 1x300 texture of a white to black gradient, create a sprite with it, enlarge it and apply it as a mask to each graphic: The problem is, when many of these objects are present on screen, the performance goes down, presumably because of the mask. Does anyone know of a better way to do this? Thanks!
  9. I was 1 minute away from doing the migration to PIXI v5 until this 😂 But maybe I should still do it, and use both methods depending on the user's device.
  10. Hi, In my game I'm using Pixi 4 using this method (https://www.html5gamedevs.com/topic/39049-drawing-huge-objects/?tab=comments#comment-223277) to create textured polygons. I do it by dividing the polygons in triangles, then creating meshes with DRAW_MODES.TRIANGLES. It works on both WebGL and Canvas. In Pixi 5 we can just create a Graphics object and draw the textured polygon with beginTextureFill and drawPolygon. What is the most performant way? Does Pixi 5 method work in Canvas too? Thanks in advance.
  11. beginTextureFill works perfectly when using a single sprite, but as soon as I use a sprite from a spritesheet, it doesn't work correctly anymore (it shows the rest of the spritesheet, instead of only repeating the frame). Is this a bug or a limitation?
  12. Thanks! Actually it has been inactive for a while since I'm working on a lot of things at the same time, but I really like that project. About the project related to this post, it's a map editor for one of my games, I'll make it's source public once I finish some of its main features.
  13. I just tried clone(). It looks like it takes the geometry by reference, so a change in the first graphic is reflected in the second, that's exactly what I needed! Thanks
  14. It's a drawing app and the polygons have to be re-drawn each time a vertex is moved, it could happen once per frame (60 times per second) while a vertex is being moved. That's 60 graphics created in a second. They will be cleared by GC but it MAY create a spike in memory consumption that slows down the game for an instant. Haven't tried yet though.
  15. Because I want to do it each time I re-draw the original graphics, and creating new instances each time doesn't seem a good practice.