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Found 6 results

  1. I am creating a game, where a lot of tiles need to be rendered. My goal is to render with this method at least 500k tiles. Since the tiles won't be redrawn every time but moved, this method should work out. I am using the pixi-tilemap library to create a fast & simple renderer to render a dynamic tilemap. The renderer approves itself to work, but .position.set seems to pull the tilemap from the interface away. I know, the function .position.set does not contain the same parameters as the one of the demo, however this function also does not work with the parameters of the demo. So
  2. Hi everyone! It's my first post on this forum, but I'm for a longer time just reding posts. Ok, finally I have to ask a few questions by myself. If tl;dr, read just numbered questions (or one of them though) Actually I'm creating a fast-paced 2d shooter (side-scrolled, like soldat - if You don't know this game, take a look at video in the end of post) and finally got few problems. Game is using PIXI.js and uhm.. Was using p2.js, but that library has been superseded by PhysicsJS. Now I still have few problems, that is: 1. I still wonder if PhysicsJS is a good physics library for fast-pace
  3. Hey! Here is Rollik, a game i've made for Android with CocoonJS. It's a simple concept, and for no reason i can't stop playing... My brother is actually the higher score with 24, tell me what's yours. Google Play https://play.google.com/store/apps/details?id=com.FireTotemArena.Rollik Instructions - Tap and hold to keep engine activated. - Fuel remaining is represented with the colored ball inside Rollik. The smaller it is, the less fuel Rollik has. - Completely land on a platform to start refueling (the colored ball will become green). - While refueling, you can't take off until you leav
  4. I'm not sure if it's exactly Babylon.js question, but here's the situation I can't deal with for a while now... I have a box (player), that has velocity and etc. things, right? While the box doesn't touch (intersects) anything it's — player.velocityY -= worldGravity, when it touches something — player.velocityY = 0 and no worldGravity applies anymore, right? Things work as they should. The problem is that -velocityY is so high that player gets inside of the floor and only then stops. I tried everything I could: intersects for meshes, for bounding boxes, points, even rays infos (distance an
  5. I simply want to know which one is faster and how and for what.. i suppose cocoonjs is way better for gaming than appgyver and appgyver is good for native ui and where they may be needed like in most normal apps.
  6. Hey guys! I just applied an update to my game, Fast Racer. I updated the GUI and added stuff to the game. Fast Racer is a small game where the object is to avoid cars coming towards you. Let me know if I should add, remove or change something in the game. I recommend that you play the game with a mobile or tablet, because the game is made with gyroscope control, but it also works fine n a desktop ( Sadly no gyroscope control on desktop ) Is this game good enough to get sponsors, or if not, what are the requirements? Play the game: http://dev.gustavgb.dk/games/fastracer/ Screenshots:
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