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bubamara last won the day on November 23 2019

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About bubamara

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  1. You're welcome. If you need to combine those two inside of pixi stage, you'll have to write your own pure pixi input unfortunatelly
  2. yes, not possible with HTML elements. You can position HTML element only above or below Pixi canvas.
  3. Hi, pixi-html-element-wrapper allows you to position HTML elements above or below Pixi canvas. Input is HTML element and image is sprite added to Pixi stage, is that correct? In that case it works like intended. Input's z-index will affect it's Z position only against canvas in which Pixi is living in. Sprite added to Pixi stage is 'part' of that canvas.
  4. You actually need to draw something to canvas plus it's missing new keyword before Sprite. Here's working demo for you: https://pixiplayground.com/#/edit/H7xf1sMhhQpzD2anLy51a
  5. You can still render grid tile to canvas, grab the texture from it and update.
  6. Do you really need shader for that? Wouldn't be simple tiling sprite enough?
  7. the other way is to use webpack's provide plugin : plugins: [ new webpack.ProvidePlugin({ PIXI: 'pixi.js' }) ]
  8. There's also planck.js : Planck.js is JavaScript rewrite of Box2D physics engine for cross-platform HTML5 game development. https://github.com/shakiba/planck.js
  9. Here's the simple one for you : https://github.com/EneaEntertainment/Simple-Pixi-Slider
  10. I've updated your playground: - don't call new PIXI.autoDetectRenderer(), use new keyword only before CanvasRenderer/WebGLRenderer - you've been missing update loop (animate), you just rendered stage once You don't need to use PIxi Plugin for GSAP, you can tween alpha directly
  11. should be : TweenMax.to(testGraphic, 1, { alpha: 0 });
  12. Hey there. Both Three.js and Babylon.js are suitable for the job. If optimized, rendering 50k triangles in WebGL is not an problem for desktop computer. As you have found out, problem is draw calls. It's not WebGL, Three or Babylon related, it is same across all rendering engines. Everytime rendering engine needs to change shader, it generates new draw call (there are few more cases when new draw call is generated) Order of rendered elements is crucial. Let's say in your scene you have: wall, decoration, window, wall, decoration, wall; all types using different material (shader). If you draw them on screen in such order, material has changed 6 times -> hence 6 draw calls. But if you draw them in wall, wall, wall, decoration, decoration, window order -> you get 3 draw calls. You have successfully reduced draw calls by merging same type of geometries inside of one cube. But you have X cubes in your scene. So, next thought would be to merge all walls in scene into single mesh, all decorations in scene into another mesh, etc. In ideal world you will end up with one big mesh for walls, one big mesh for decorations, ... Avoid doing that for very large scene as you will loose culling capability. Divide it in reasonable large groups - you have to play with it and tune it up directly for your scene. As mentioned, you can reduce geometry/materials by using single texture applied to wall. If all your walls don't look same, merge couple of wall textures into one texture atlas and use 3D modelling app (Max, Maya, Blender) to shift UVs around it. You can still use normal map on top of it to make your decorations look like they are offsetted from wall. And you can also experiment with using LODs, instances. Hope that helped a bit, one last advice: fake everything you can
  13. you need to convert global coordinates to local coordinates : http://pixijs.download/dev/docs/PIXI.DisplayObject.html#toLocal function moved(e) { const global = e.data.global; const local = app.stage.toLocal(global); console.log(global.x, global.y, local.x, local.y) }