yurqo

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  1. I'm about to make a hyper-casual game for mobile devices, haven't decided yet what engine to use for native app but current prototype is built using pixi.js since that's a tool i'm most familiar with. Basic gameplay is revolving around nodes (let's say planets) and a ball that is rotating around a node, can detach from it, go to free fly and attach to another node if it's close enough (like a small space object that get's into gravity field of another large object). Right now i'm not using any physics engines but would like to simulate some gravity behavior in a more realistic manner but leave some other aspects in a simplified manner. Can you provide any guides, books or anything else that would help to dive into the problem of realistic and not so gravity imitation in games? Thanks in advance!
  2. Let's say I have multiple frame by frame animations. PIXI.AnimatedSprite instance could be created using spritesheet, but what if i want to merge animation spritesheets (if they are small enough) into one big spritesheet but maintain refference to nested sheets? Is it possible and if so, is it even worth it?
  3. I'm using pixi for playable ads and currently considering to use typescript. I've barely heard about it in context of pixi before v5, but the main reason i'm thinking about it right now is that most of boilerplates on official wiki use typescript. Internet search didn't really help me to make a decision because peoples' opinion about typescript vary a lot. So is it really that useful or wide usage of ts in boilerplates is just a coincidence?