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Everything posted by yurqo

  1. Hi everyone. I've made simple multiplayer game but don't like how it works. What I used: - Matter.js (tha't an overkill for such simple game but I've never used 2d physics engines before and wanted to try it out) - Super naive client prediction - naive because there is no reconciliation - at this point I think there's no need for that because striker (a thing you use to hit puck) is not limited by anything except field bounds - linear interpolation by last 2 updates (it's turned off on the attached video because at the current state of the game in combination with prediction it made things look worse. I'm not even sure if it's needed at all with 60 tickrate ) Any suggestions on how to improve it? I probably should use some kind of extrapolation for puck and maybe even enemy player (I think not to the same extent as with puck because strikers can start and stop moving instantly). Is it a good idea to run 2 entities of Matter.js on a server - 1 for actual game world and other one for for extrapolated world? https://www.youtube.com/watch?v=gvLAeOTgaK0
  2. I'm new to Matter.js, trying to make air hokey game and don't understand how to use Matter's MouseConstraint with pixi. It works fine if your canvas element and physics world are the same size (https://codepen.io/celsowhite/pen/XWbEzpx), but what if not and you have some PIXI.Container instead? I need player to be able to move the striker while having impact on the puck, which depends on striker's inertia, that's why just changing the position of body in Matter world won't work. While it's probably not hard to take care of creating and destroying Constraints in Matter world according to local coords in mouse input events, maybe there's more simple and natural way of making them work together?
  3. I'm using 2 monitor setup with 144hz primary monitor and for some reason delta between frames is still 16.6ms. Is that a bug or I missed some configuration? Pixi v5
  4. 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!
  5. 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?
  6. 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?