idzhurov

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About idzhurov

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  1. Thanks, Ivan, No pressure. I am exploring options. Do you think this approach will be better performant than png sequence?
  2. Hi guys, I have a game in which i create lots of custom animations with gsap and static assets. I want to reuse the animations on different positions, so whenever i finish the animation i destroy it and recreate it later when needed. Every animation is within it's own container and the logic works great if i dont use any masks, but the design requires that I use 5-6 alpha masks per object, and i can have around 20 objects using the same animation. As you can imaging, this is slowing down the game quite a lot. I've been trying to find a way to increase the performance, but with no luck so far. Can anyone give me advice on that? Is there any way to generate some texture frames with the animation states and save it to cache? or prerender animation? Any help would be appreciated.
  3. Thank you both, guys! I will definitely look into these. I already face one of my first problems. Not sure if this is the right place to ask, but do you know of a way to share an instance of a class already defined in another class? To be more specific, I am trying to implement a loader manager that is just another instance of the PIXI.loaders.Loader, with a couple extensions. For example, i want every loaded asset to log its name. I was able to do it in the Game.ts file, but I am wondering how to load the same instance of this manager in another class. Can anyone help with that? Best regards, Ivan
  4. Hi guys, I am relatively new to game development, but I have to say I love it. I want to start the development of a game of my own and I decided to try creating my own engine, mainly for the purpose of being part of the whole process. I think this will be the most appropriate way to completely understand everything that is going on behind the curtains. I picked Pixi.js as renderer and typescript as programming language. I will use webpack for bundling external modules and frameworks, and gulp for task runner. I've done a lot of reading on the subject recently, but I could not find a tutorial, that is updated with the latest versions of the above, so I started my own. With great help of different articles I found here, and all over google, I came up with the below: https://github.com/idzhurov/pixijs-game-boilerplate I am thinking of expanding this one up to a standalone game engine using pixi(I know, absurdly ambitious :D. but I will definitely try). At this point I am planning the creation of scene/scale handling, collision detection, asset loaders. Any opinion/advice/guideline will be greatly appreciated. PS: Big thanks go to @Ezelia for the above, as it is still relevant, and to @overthink for https://github.com/overthink/pixitest. Helped me a lot for my choice.