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ShoemakerSteve

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  1. So Sprites definitely helped, but I'm trying to push it a bit farther, and there seems to be way more render calls than there should be. Here's one of my better frames: Looks like there's 9 calls to AbstractBatchRenderer.flush(), even though they're all using the same Texture/BaseTexture. The only thing changing in this frame is that drawCells() is changing the tint of a bunch of the Sprites. Does the default batch renderer not automatically know how to handle this or am I doing something wrong here? Here's my code for drawCells(): (I'm running the game logic with wasm in a web
  2. Thanks so much for the detailed answer! Shaders sound like they would be pretty hard to write for someone who doesn't know WebGL, so I'll start smaller for now with your suggested solution. Also if you don't mind a few more questions: If the squares would be rendered in batches, what do you think would be the main bottlenecks in scaling from 30k to 1M squares? And would RenderTexture be better/worse? I've seen that suggested in other threads for similar questions. And also, do Pixels (or maybe pixi in general) have built-in caching? Like if half of my squares don't change, do th
  3. Hello, I'm brand new to the world of graphics programming and just starting to jump into Pixi.js for a personal hobby project I'm starting. The documentation for Pixi however seems very scarce though, especially for v5, so I'm kind of having trouble knowing where to start. To keep it simple, my project is essentially Conway's Game of Life, though I'll be adding more onto it after I get my performance sorted out. Basically it's a grid with squares, and the squares can either be black or white depending on their state (alive or dead, respectively). The game runs fine at a full 60 fps for s
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