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Found 7 results

  1. Hi Thanks for the great BJS and TOB exporter, the meshes could be generated from Blender and rendered in BJS environment efficiently. However I find out something interesting that JS heap increases when the mesh is instanced in the scene. But the heap size could not be decreased when the mesh is disposed. I’m curious whether this will cause some memory issues(such as memory leak). Here is the demo of the system: https://willlinifm.github.io/Playground_bjs/index.html The Source code is as the following or the link : https://willlinifm.github.io/
  2. I created a lot of sprite and graphics,But only a little refresh is needed each time,In order to improve the efficiency of refresh,what should i do? thanks!
  3. Hi team, @Deltakosh I have a question relative to the optimization of my scene. I have to load a huge amount of building models to represent a 3D city enviroment. I need to improve the FPS of my scene. In recent days, I have tested the SPS but each building is a different mesh and I don't reach an important improvement. All of this buildings share the same texture and material but each of them have a lot of triangles... How can I get a great performance for rendering of all them? Thanks!
  4. Hi guys I am making a game where i have 5 different types of enemies, each enemy consist of 35 frames. most of the time all 5 enemies will be shown on the screen at the same time. My question is: In order to make my game as fast as possible, do I put all enemies on one big spritesheet or do I make one for each enemy? Kind regards me
  5. Is there a big efficiency difference, in terms of game speed/smoothness and memory usage between using a small png for entities sprites VS using a big png and scaling it down with javascript ingame?
  6. I'm working on a game called "The Space Between" for a gamejam, and I have a problem with memory efficiency. I'm drawing asteroids as circles and destroying them when I don't need them, but it still starts to lag a bit as the game goes on. How can I make it faster and smoother? Here is a link to the game, and copy-pasted below is the part that deals with asteroid creation and, below that, the entire source code (all 382 lines of it). I don't really know anything about memory allocation, so I'm sure I'm making some pretty elementary errors. (Also, there's no loading screen yet, so give it
  7. Recently I have been following an ongoing discussion regarding mobile performance and efficiency. One of the recommendations that caught my eye was to avoid classes and prototyping altogether because they can slow down the performance significantly. So far I have structured my code by creating separate class objects in different files by using prototypes. class = function () {}class.prototype.myMethod1 = function () { console.log('myMethod');}class.prototype.myMethod2 = function () { console.log('myMethod2');}In this regard, I am wondering what is the recommended and most efficient way
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