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Found 4 results

  1. I was looking for a good bunnymark example in phaser, but couldn't find a decent one, so I wrote one myself: There are two versions: Basic: http://phaser.io/sandbox/Pjdxyqzl/play all sprites have same scale, angle, rotation Custom: http://phaser.io/sandbox/dgCnSvCW/play all sprites have random scale, angle, rotation Two versions have the same code, but just different options set. - Click on the game to create bunnies. (Well, technically phaser-dudes) - There are options in preload to customize it. - All sprites are respawned from their original spawn point after they slow down. It
  2. Hi, Since I'm a relative n00b here, I made a quick attempt to replicate the Pixi bunnymark (http://www.goodboydigital.com/pixijs/bunnymark/) it's on the sandbox http://phaser.io/sandbox/edit/WCYPbSxx It's important to understand that Pixi & Phaser rendering models aren't the same. Although I am currently trying to understand where the overheads are. The Phaser 3 BunnyMark test is much different.. rendering 200k+ items using different techniques (Canvas vs WebGL differences maybe), and that Rich and co are putting in a lot of work to improve the rendering.. this is more here to under
  3. The Pixi v3 Bunnymark is here! Why not give it a whirl http://www.goodboydigital.com/pixi-v3-bunnymark/ enjoy!
  4. Yesterday I did a quick port of the pixi.js bunnymark test to Turbulenz. The original bunnymark test is here: http://www.goodboydigital.com/pixijs/bunnymark/ The Turbulenz port is here: http://jamesaustin.github.io/turbulenz_bunnymark/ Code is here: https://github.com/jamesaustin/turbulenz_bunnymark Interested to know how the perf compares across different browsers / devices. I'm guessing most devices will become GPU bound. (Using a smaller texture 2x2 would allow the app to focus more on CPU + dispatch perf.) Anyone fancy doing ports to three.js and others? Code is pretty trivial.
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