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About Outfire

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  • Birthday February 7

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  1. Doesn't work. But i took my tambourine, dance with animation and found something strange. If i use 25 "bear" or "elephant" animations, gpu need 2ms, but for 5 "bear" and 5 "elephant" - 10ms. ๐Ÿง
  2. On MacBook Pro (15-inch, 2017) same result, but on MacBook Pro (Retina, 15-inch, Mid 2015) everything is ok. ๐Ÿคจ It's not a critical but i want to understand the problem.
  3. @ivan.popelyshevHello again ๐Ÿ˜ I remembered my old test but on MacBook Pro (15-inch, 2018). And the results. For single atlas. For multi atlas. For windows, android and iOS it is ok, 5% difference, but on mac time of using gpu x10. What could be the problem?
  4. @Charles Pimentel You can find all images by use developer tools and choose tab "Sources"
  5. I have a game with a lot of containers and sprites. I used GPU-Z for testing. After I replaced all containers and sprites with 2D, GPU load decreased on 20% What is the reason of that? What is the difference between container / sprites and container2d / sprite2d?
  6. Here is the example. For create single spritesheet i used unpacker for all spines atlas, took all images and pack them by texturepacker.
  7. Increase fps to 60 for spine test and now 1) 64% 2) 73% For sprites test 1) 96% 2) 77%
  8. I have canvas 1920 x 1080 and 5 different Spine animations that uses a lot of textures. Add 20 animations of every type all over the screen Test performance in two ways. For this I use GPU-Z and check GPU load parameter 1) Every animation has its own atlas with images and json file - GPU Load 47% 2) Every animation has its own json file but uses the same atlas with images - GPU Load 61% Made the same tests with sprites as well, total amount of sprites is 180, 10 of each type. 1) Each sprite has its own download link - GPU Load 90 % 2) All textures are in the same s
  9. Its happens because you need time for loading sprites Backgrounds loading when game start create, so with slow internet connection you can see the man who walk on black screen. You can give name for your sprite and use it for search. https://jsfiddle.net/ra303eu9/28/
  10. I considered on how to implement function to remove listeners, and here is the result. The following code can be used to remove function from particular listener. PIXI.spine.core.AnimationState.prototype.removeListenersByName = function (findListener) { this.listeners.forEach( listener => { for(let currentListenerName in listener) { for(let findListenerName in findListener) { if (currentListenerName === findListenerName && listener[currentListenerName].name === findListener[findListenerName]) { if
  11. Yes, it is my problem if I forget that I already have listener with the same name. I think variant - "spine.removeListener({complete: 'log'})" (event name and listener name) - is the best way and pretty obvious one. And "spine.removeListener({complete: ['log', 'update'], start: 'playSound'})" to remove multiple events. Perhaps is it possible to upgrade clearListeners function , so it takes event name as an argument and as result removes all listeners subscribed to this particular event?
  12. Need some time to think about it. I think about "spine.removeListener({complete: log})" But we can add "log" twice or more in one "complete", and then our removeListener must remove all "log"s in "complete" or just the last one. Maybe it is possible to do like in DOM addEventListener, when you add new listener on the same event with the same listener name it removes old one and push new one instead of it .
  13. RemoveListener is works, but only in one way: let spine // our spine animation let log = () => console.log('nonsense'); let listener = {complete: log}; spine.state.addListener(listener); And removes it like spine.state.removeListener(listener); It does not work if i do it like this: let spine //our spine animation let log = () => console.log('nonsense'); spine.state.addListener({complete: log}); // trying to remove spine.state.addListener(log); // or just like this spine.state.addListener({complete: log}); Works fine if add and remove only the same object, but its
  14. Thanks! All is fine.
  15. I want to use one atlas for many spine animations in my game. I found the way how to do it with loader. I am loaded atlas with game loader (name other.atlas) and got in game.loader.resources.other. Then i am trying to load json file of my animation from console. otherLoader = new PIXI.loaders.Loader() spineLoaderOptions = { metadata: { spineAtlas: 'game.loader.resources.other' } }; otherLoader.add('someJson', 'static/img/content/fullHD/machine/elements/testJ.json', spineLoaderOptions) .load() But it will not work. Loader still wants to load atlas with name of my json. GET http
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