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unfoldedtorus

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  1. Hello everybody I'm just taking a survey about preferred features in a mobile puzzle game. Just 9 questions to rate (1 to 5) one minute of your time. would you like to take it? https://s.surveytown.com/survey/?c=201101&id=1 At the time of writing I've very few responses, btw I link data in this thread, whenever I'll have more I'd update stats thanks SurveyTown - Puzzle Game Preferred Features_ Results.pdf
  2. atom and vscode, the latter has great support for typescript
  3. NEAREST is not set. while antialiasing is in main render. so there are no ways to create antialiased textures?
  4. Tests done by animatin using a sequence of precomputed textures; Performance is very good, here some screenshots: (100 sprites on left, 500 on right) just on question about rendered textures it seems are not antialised, here a sample: Is there any workaround?
  5. Great. Many Thanks Jonforum. I'll post my results as I did before thanks again
  6. Hi jonforum thanks for your help. Actually you gave me a lot of ideas. Do you know which one could be better for performance? if you don't I'm going to test them. and thanks a lot again!
  7. So I did some testing, using ticker.update() where necessary or letting it go does not affect performance. While Creating textures starting from rectangles and animating them improves a lot. Baiscally its twice as fast moving 100 tiles, increasing to 300 tiles in case of sprites affects just a little bit the performance while slows down twice using Graphics objects with text. I've created a little repo to show these results https://github.com/MikBin/pixi-tiles here there are screeenshots of Chrome DevTools: 100 tiles comparison (left using GRAPHICS right using SP
  8. Hi Jonforum, yes the ticker is stopped at the beginning, and is updated only when a slide gesture is catched just to complete the slide animation. So you suggest to start the ticker and let it go even if the player is looking at the ranking? or just thinking? When there are few tiles on desktops no problems occurs. the issue is on mobile where using pixi the way I used is slower than making this animation with pure html dom element+css. Btw I'm going to try your advice too as well as test cahcingAsBitmap and texturifying tiles, so animating using filters or mask instead of
  9. I'm going to try all the methods you said. and let you know in this post. thanks a lot
  10. Hi Ivan, thanks for your quick reply. you can play even without login, just dismiss login form and click single player. probably kaspersky doesnt like non https sites. the server is from ovh in france I dont think this is an issue. I can post here part of the code I use for animating: (the whle file is 900 lines I hope the following is enough to understand whan am I doing wrong) /*the following is the code I call in each requestAnimationFrame to animate text and borders of each tile. then I call ticker.update() as shown in the function below similarly I animate position
  11. Hi everybody, I'm struggling with performance issues using pixijs. I just have to slide few rectangles using a mask and animating borders and tinting after sliding animation. It should be simple and easy to reach high FPS even on mobile, in fact it easily slows down this is the profiler result during an animation: It seems the call ticker.update() is eating up a lot. I've changed my code, stopped ticker and called only when needed but the results is that on mobile devices it slows down even under 15fps I'm managing fps my self trying to complete the slide in 200m
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