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Julz57

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  1. @richLove the "3D" engine capacity. You could very easily convert this to stereo view if linked to LCD glasses. Simply by shifting camera offset a little to the left and then back a little to the right would give the changes in retinal correspondence that the visual cortex would detect as depth, aka 3D stereo. A fps of 60 would be acceptable but obviously the higher the better. It would be soooo amazing! So all 2D games can become "3D" with minimal change in coding! I am a newbie when it comes to coding and don't even have LCD glasses. BUT I am a retired optometrist and would be happy to help
  2. @Antriel Yes agree with above but just want to say current specs are a dream compared to what was used in the outset.
  3. @Antriel What you say may be currently true as I do not know enough about current technologies. But in days gone by stereoscopic presentations were done using the alternate eye presentation method on Apple IIe and Commodore Amiga when fps were very slow! You are showing your age, but even worse, I am showing mine. lol. PAL CRT TV's were used as monitors which is a rather sad memory. But we were excited at the time even though the images / animations were blocky and rough (opposite of smooth?). Images were above CFF albeit a bit liable to breakdown at times. The coarseness was viewed as a posi
  4. @mattstylesYes it is even a bit more complicated than the information thus far. Our peripheral field is absolutely critical for spatial localisation, orientation and mobility. So poor performance in this area will cause motion sickness, nausea, poor spatial awareness leading to basically a crap experience. This may be magnified by ocular motor control disorders for people with latent turns (can be measured clinically but not apparent to a patient apart from fatigue and other functional issues), turned or lazy eyes. The setting of the primary fixation point for direct ahead viewing also needs t
  5. @Legomite "What? VR applications needs 120 fps to be a decent VR experience. You can clearly see above 60 FPS, as there are monitors using a 120hz refresh (refreshes 120 times per second) which makes 120 fps incredibly smooth compared to 60 hz monitors (which are most screens). 60 FPS in VR would cause motion sickness " Hi Legomite, I think there is a difference in definitions here. Critical Fusion Frequency is the rate of presentation at which the eye cannot discern that an object is turning off and then on and off and on,..... So the 60FPS is well above this value centrally. 3
  6. Thanks @samme and @mattstyles Yes that makes sense now. I cannot see the point of increasing the refresh rate which is currently 60fps as per @samme . As a retired optometrist the eye cannot resolve anything more than about 25-30 fps in the central field as the information blurs into a smooth perception. Having 60 fps is therefore adequate for VR applications using the internet. Going any faster will not improve the smoothness. This may still become an issue if we go to super field screens with ultra ultra ultra high resolution where even 60fps (30fps in VR mode) may show up as jagged mov
  7. I think I posted this into the wrong section before. Hope I am correct now. and yes a noob. ======= hi, Been reading about basic game function, engine, cycles, FPS and refresh rate and now wondering how Phaser manages all of these, if at all. Game design is usually enabled so that the game cycle and FPS do not interfere with other too much so code works the same (aka similar playability but with varying graphical experiences) for different systems of ranging capacity. But I have not read anything about this optimisation for Phaser games. Is this because the fram
  8. hi, Been reading about basic game function, engine, cycles, FPS and refresh rate and now wondering how Phaser manages all of these, if at all. Game design is usually enabled so that the game cycle and FPS do not interfere with other too much so code works the same (aka similar playability but with varying graphical experiences) for different systems of ranging capacity. But I have not read anything about this optimisation for Phaser games. Is this because the frame rate is controlled by refresh rate of the web browser used by the player and therefore out of design control? I hav
  9. @samid737 Thanks. yes I have been reviewing all the examples at Phaser.io as well as others on different websites. The graphics tinting of sprites and background colour changes are probably the two greatest options in Phaser for the required games. Thinking they will be super fast especially given that most sprites will be grouped as well. Only a palette of 4 colours which I am sure can be further optimised at some stage if need be. Some of the game examples are also awesome and easily adapted to my needs. Thanks for the offer of help. I like trying to do things on my own which is go
  10. Hi, Thanks for both posts. I went to the link to game mechanics and found it very good. The link there to game design fundamentals was great as well. So thanks for the links. Will use them as a reference and will need to read again to try to fully grasp all the concepts of game mechanics and design. Loved the examples there as well. Yes I keep trying to start, read too much, get confused and repeat the cycle again and again and again. ;( Even tried to load Phaser Editor onto my system but could not get it going with Linux Lite as the OS. Tried the additional commands
  11. @Arian Fornaris Yes I think i just need to get my fingers dirty and get going. Does using the editor allow working with code written in saw TypeScript or other examples posted in tutorials. I am thinking No as all needs to be complied via the Phaser engine but will ask anyway. Thanks again
  12. Ok all, ANOTHER dumb question(s(?)). I keep reading about Phaser, JavaScript, TypeScript and Nodejs and this and that and how all somehow magically integrates with Phaser, compilers and web pages (HTML5) to simplify the programming. Well I am not a magician and I don't even have my outfit yet. Think Harry Potter meeting Hagrid for the first time. I'm Harry and Hagrid is Phaser. Diagon Alley is where these magical tools reside and I'm still waiting for my ticket to catch the Hogwarts Express where all will be revealed. So I'm excited, a little(?) bit unsure and looking forward to lear
  13. Hi @Arian Fornaris No I haven't used the editor yet. I always scan through documentation first to get an idea of what, where, how and why. Just an old habit. I tend to get an overview and then jump in. So I saw the exceptions listed in the Phaser editor documentation link that you provided. For example not recognising the '.' and needing to use '_' in some cases for autocompletion. You said it was just an executable file so I can just download it and save in my file system and it will work? Thant sounds just too easy to be true and my kind of installation. This would reduce the fear
  14. Hi @samid737 and @samme Yeah, love the page flipping demo.LOL. Last time I programmed a game is was done with page flipping to increase performance but this version is even better.
  15. Thanks again. Have been in contact with Arian and I suspect using both will be the best. This way I can use the auto complete of Sandbox on top of what his editor does. His simple approach to keeping all files together and packaging them will be marvelous for my needs. Both are good products and getting the best of both worlds is the ideal solution. I am nervous about installing his software Editor on my laptop (Linux Lite) as they warn anything not approved by them for their distro can cause a system failure. I had enough trouble just rescuing this laptop from a Windows 10 upgrade so wi
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