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Rojoss

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About Rojoss

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  • Birthday 06/21/1992

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  • Website URL
    http://curvefever.io

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    Male
  • Location
    Amsterdam, Netherlands

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  1. I'm having trouble creating a custom mesh. The documentation doesn't help much to be honest and I've looked at the source code of Plain and Rope but after that I'm still unable to get it working. The way we did it for the past months was to extend the Rope and override the way rope works. With this solution we're having a lot of UV issues and we have too little control so we wanna make a custom mesh. Basically all we have to do is make a dynamic line so in the tick loop we add/remove points from the line. This is pretty much what I made now and I've tried different draw modes and di
  2. Yeah I'm aware but there is no shortcut for it so it's easier to have an overlay. It's also annoying because if you close the dev tools the FPS counter disappears it's just not ideal. Oh really? We were actually thinking about doing all the UI in the DOM including popups, pre and post game screens, scoreboard etc which would be rendered on top of the canvas. The performance won't really matter if we have popups open and post game screen etc but I'm pretty sure we'll end up with some UI/HUD during the game. So you would then recommend doing that UI through PIXI as well? It wou
  3. Hm I see.. I guess we'll just have to accept it that the game is not gonna run great on crappy monitors It's kinda weird that it's all depended on the refresh rate of the monitor. Disabling vsync like that isn't really a go to solution for users I guess we can put it somewhere in a troubleshooting guide but that's not ideal of course. So just a canvas without PIXI or should I initialize it with PIXI? The FPS counter is an external library and it's all DOM stuff yeah.
  4. I only have 1 window with 1 tab open in incognito (without extensions) and no other software opened on my PC and it still happens.
  5. Something that came to my mind is refresh rates of the monitors. I'm not too familiar with request animation frame but to my understanding it uses the refresh rate of the monitor. Since the performance drops exactly from 60 to 30 (50%) it made me think it might be related to that. EDIT: Just checked and the refresh rate of this 4k monitor is 30 Hertz. So I suppose that's the reason it only runs at 30FPS?
  6. It happens with the Pixi examples too. I don't do any movement, no textures, nothing happens in any kind of update loop it's just a canvas with a graphic circle that's all. Even if I have only 1 browser window open with a canvas and a circle the same thing happens. I've tried the same setup on 3 different PC's where one PC has a I7, gtx1080, ssd, 16gb ram and in general it's a really good PC and it still gave 30 FPS on this 4k monitor. Yeah I stated that I wanna avoid CSS scaling as it makes the quality unacceptable.
  7. Hey, I made a post before about scaling for high DPI monitors and thought that I came up with an acceptable solution but here I am again with some of my concerns about scaling and performance on 4k/retina displays. Even when I start from scratch and just draw a circle the performance is garbage. The weirdest thing is that the performance drops as soon as I put 1 pixel of the Chrome window on a 4k screen. So basically I have 2 screens connected and I move the Chrome window off the normal screen towards the 4k screen and immediately the frame rate drops to 30 instead of 60. I've logge
  8. Thanks for the replies guys, I didn't get a notification again. I also don't fully understand why it'd do scaling on every frame. Those two examples are only executed on resize which often only happens once at the start of the game. Could you also go in a little more depth about the solution for that? I'm quite new to Canvas and html5 game development so it'd be great if you could explain how I would implement it in that way or maybe point me to an article with some more information? I found an article before that talks about Canvas performance but then I ended up with the t
  9. Hey guys, I'm looking for some advice on canvas scaling. We're working on a PixiJS game and want to have the canvas as big as possible based on a set aspect ratio. I've got it all working fine but when I started testing it on our benchmark devices I noticed the performance has dropped horribly. When I scale the canvas using CSS transform the performance is perfect but then the graphic quality is unacceptable. Does anyone have some advice how to get great scaling on any device (including 4k monitors) while still maintaining performance and good graphic quality? --- Good
  10. Thanks for your reply and sharing that repo. I've looked through the setup quickly and didn't really find big differences between the package.json file and such. I'm unable to find any usage of pixi-sound in your repo, could you point me to some code that imports it and uses it? I think our dependencies are also pretty tight, most of them are loaders for webpack and a bunch of react dependencies because we use React for the UI instead of Pixi. I'm not too experienced with NPM and TS but the thing I noticed is that not everything has types. For example the pixi-extra-filte
  11. Hey guys, we're having trouble using the pixi-extra-filters module in our project. Could someone check if this setup is wrong? package.json: https://gist.github.com/Rojoss/ea1c4bf6d7fd823ab8999df295f672ed We also use pixi-display and are unable to use static types for that. So everywhere we wanna use DisplayGroup we have to use any. We can still use new PIXI.DisplayGroup though and the game runs fine with it. So it really is just a TS compile issue it seems so I assume we've set something up wrong. It'd be great if someone could help us out or share their TS PIXI setup.
  12. Yeah, that sounds great. Alrighty, I suppose we can do most with CSS animations but I'll look into it already saw some neat animations made that work with react. --- Are you familiar with setting up a project with React and PixiJS? I've spend all day trying to get the dev environment set up without any luck. We think it'd be great to use Typescript which seems to make everything much harder when setting it up. I've tried webpack, rollup and browserify but I can't get it working together smoothly. Setting up either react or pixi works fine but combing them and s
  13. Thanks for the advice on React. Never heard about it before but I've followed several tutorials and it seems really great and performing very well based on the benchmarks I've seen. Currently the main concern I have is the routing part because it seems weird to have a history and changing URL for a game UI. So when you navigate to your profile page or something it should just replace the view with the profile and not add it to the history and change the URL. But I suppose I would have to write some kind of custom routing for this. Another concern is that it's not very designer frie
  14. Thanks for all the answers they'll be very helpful for us for deciding what to use. To export the game for different devices for example the one you mentioned. (Cordova) We have build scripts that modify the build when it's completed to support retina. It's really hacky but it works, we actually had a meeting with several Unity developers during GDC last week and they weren't aware this was an issue and will be putting it on the roadmap for the near future probably. Could you maybe give me some names/examples/links of these more functional approaches? I've ne
  15. Yeah that's the main reason most users are unable to load the game. Firefox has much faster load times than for example Chrome. We've pretty much already decided that we should step away from Unity if we want to make accessible games which is our main vision. I've read through some services that create mobile apps based on web applications/games but I've read a lot of things about slow WebGL rendering. I think we should be using PixiJS for the rendering so that we can easily define which rendering method to use. If you don't agree I'd like to hear why it's better to only target
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