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tips4design last won the day on August 27 2015
tips4design had the most liked content!
About tips4design
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Take a heap snapshot at the start, take a heap snapshot after some time (after some memory leaked) and compare the snapshots, see what objects are actually leaked.
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Does your text change, or is it static text? It's always better to use BitmapText instead of plain Text.
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What are you trying to do in the second case? What is target value?
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Do you also use TypeScript now?
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He already does it with the bitwise OR.
- 4 replies
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- animate cc
- html5
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A Question About Browser Game Development.
tips4design replied to EpicKingdom_'s topic in General Talk
3D in the browser is the same as 3D on desktop. Browsers support WebGL which is similar (and easier) than the OpenGL used on desktops If you don't want to go that level you can start with something like https://threejs.org/ or https://www.babylonjs.com/ -
You have to set the position based on velocity and time (delta), not the velocity itself. Something like: body.x = body.x + body.velocity.x * delta;
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Replace the arrow function (a,b) => {} with an actual (non lexical-bound) function: function (a,b) { }
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Text vs BitmapText ( performance ), the conclusion ?
tips4design replied to Kiwi404's topic in Phaser 2
BimapText was and is always more performant as far as I know.- 4 replies
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- performance
- phaser 2
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<mesh>.setEnabled() and .isEnabled() Useless
tips4design replied to Pryme8's topic in Questions & Answers
@satguru Oh, so the issue is actually that the library is written in TypeScript but OP writes in JavaScript, so he doesn't get the TS warnings while coding and sees the normal, public _mesh variable from the compiled code. I actually did not know that TypeScript private is compiled to public members instead of locally enclosed private variables. -
<mesh>.setEnabled() and .isEnabled() Useless
tips4design replied to Pryme8's topic in Questions & Answers
@satguru You can make properties private in JavaScript, eg: function MyClass() { this._mesh = 'test'; return { setMesh: (val) => this._mesh =val, getMesh: () => this._mesh } } var a = new MyClass(); console.log(a._mesh); // undefined console.log(a.getMesh()); // test a.setMesh('NEW'); console.log(a.getMesh()); // NEW -
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If he uses TypeScript he automatically gets intellisense, no need for another extension.
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Currently Visual Studio Code is the best IDE for TypeScript by far (it's made by Microsoft, so is Typescript so it comes with default Typescript support). This is a no brainer, go with VSCode and you won't regret it. Get it here: https://code.visualstudio.com/
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Congratulations, this is really amazing, your productivity is incredible. That being said, I think that for the end-consumer it would be better to have fewer better, more polished games than having hundreds of mediocre games to choose from. I don't condemn what you are doing, it's a great business tactic and you will make many players happy, but I think players would be even happier to also be able to play very polished HTML5 games.
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Nevermind, the issue is that the old canvas is still there, so the new canvas is added below it.