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  1. Could you give a few more details as to how you can make your own custom Pixi downscaling shader? Also, would you happen to know where to find the specs of how default Canvas downscaling is done? Another option might be some sort of step-down downscaling, where I render a scaled down version to a canvas, then load that scaled down version in Pixi. Does that seem viable as well? https://ghinda.net/article/canvas-resize/ Edit: I have tried this method and it seems to fit my needs pretty well. But if you have any resources for what I was asking about above, I would still apprecia
  2. I've noticed that when images and text are scaled down a lot on normal canvas, they look a lot better and more sharp than with default Pixi settings. How can I get images to scale down in Pixi in exactly the same way that they are scaled down on HTML5 canvas? Here is the code and results of a downscaling experiment. Note that the png image being tested is 256x256, scaling down to 50x50. I am hoping that I can get both images to look identical by altering my Pixi settings: Canvas code: const canvas = document.getElementById('viewport'); const context = canvas.getContext('2d');
  3. What I am going for is a 2d game that has irregular terrain vertices (without using square tiles ), like this: What is the most efficient way to accomplish this? I want the map to be large, and players will move around so that the visible vertices of this terrain will be changing.
  4. I have been working for a while on a game called loons.io (https://loons.io) using Phaser 3. Some people have said the game is very laggy for them, and there are some assumptions about performance that I made previously which probably led to frame rate drops for players. If you can give me advice on any of these questions, that would be very helpful. 1. Are large GameObjects.Graphics bad for performance? If I have a single, huge circle, most of which is not visible on the screen, will that cause any problems? Similarly, if I draw some polygons far from the origin of the GameObjects
  5. What exactly does smoothing delta time mean? I realize that Phaser 3 has a varying timestep. Would you simply calculate dt yourself by doing dt = Date.now() - pastTime; pastTime = Date.now(); each time in your update loop? Also, as long as I'm never comparing client and server timestamps, clock drift should not matter, correct?
  6. I have some questions about my real-time multiplayer game. My game is already on the domain dinoman.io, but I think I need to redo how client prediction works. I sometimes notice that the movements of other players are quite choppy, and sometimes slower than the speed that they are supposed to be. Here is what I am currently doing: I get the dt from the Phaser update loop: update(timestep, dt) When the player presses an arrow key, I move them to a new position by the distance: speed * dt I then send their new position to the server at the end of that update loop The server
  7. Here is how I solve this. I adjust the predicted position of an opponent when it runs into a wall in the same way that I adjust your own players position without going through walls. I am doing collision checking for the opponent predicted positions as well for your own player (but only if in visible area). I always try to keep the predicted position within a certain range of the actual position. If an opponent's predicted position starts getting out of that range, I move it the minimum distance possible to get it back into that range, account for any collision. So the most choppy parts are wh
  8. Check out my new video about my one week Slither.io project with JavaScript and Phaser!
  9. Part 7 is here, concluding our series: https://loonride.com/learn/phaser/slither-io-part-7 Check out the demo: https://loonride.com/examples/slither-io/slither-io/ Thanks for the support throughout the series! Let me know if you want to see more tutorials like these ones.
  10. Part 6 of my tutorial series on making Slither.io is here! https://loonride.com/learn/phaser/slither-io-part-6 Check out the demo: https://loonride.com/examples/slither-io/part-6/ Enjoy!
  11. Part 5 of our series has arrived: https://loonride.com/learn/phaser/slither-io-part-5 Also check out the demo for this part: https://loonride.com/examples/slither-io/part-5/ In this part you will learn how to add those awesome eyes to your snakes!
  12. The page must have just taken too long to send a response or load. Let me know if it happens again.
  13. Part 4 of making Slither.io with Phaser is here: https://loonride.com/learn/phaser/slither-io-part-4. Check out the demo for this part: https://loonride.com/examples/slither-io/part-4/. In this part you will learn how to recreate the unique collisions seen in Slither.io.
  14. Parts 2 & 3 of my new series, How to make Slither.io with Phaser, are here! Part 2 - Creating your first snake: https://loonride.com/learn/phaser/slither-io-part-2 Part 3 - Extending snakes to be players or bots: https://loonride.com/learn/phaser/slither-io-part-3 Enjoy!
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