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  1. I'm working on an application which allows to make image processing, so I used Javascript and PixiJS library to make it possible. I wanted to update cursor image when canvas was hovered first solution I tried to use cursor: url(cursor1.png) 4 12, auto; but I can't resize cursor. The default size is 64px and I can't set another value. second solution I decided to add into DOM <img src=""> and update x,y position using Javascript but I got latency. third solution was to integrate cursor inside my canvas. last solution I tried to split actions into 2 canvas. The first de
  2. The second part of the 3D first person shooter Bullet Fury. Your troop has discovered the position of a new enemy laboratory. It's up to you to eliminate all the guards of the laboratory. Play Bullet Fury 2 Play on mobile
  3. Hi all I'm CodingButter I have been developing a 2d game engine from scratch. I wanted to get some opinions about the tick and render loops. I currently have my render loop executing as fast as requestAnimationframes will let me. And I've also trigger my ticks with setTimeout. I've noticed by doing this I am consistently getting 200 ticks per second. I was wondering what the drawbacks would be for using setTimeout in this way. I personally don't seem to see anything but improvement to my game behavior. but I'm sure there is something big i'm overlooking performance wise. Any thoughts. Als
  4. 3D first person shooter. Take the challenge to invade the enemy captured territory and shoot all the guards one by one. Be quick otherwise they will fire back. Play Assault Zone on computer Play on mobile
  5. Is there a simple way to show fps in PIXI.js?
  6. http://shellshock.io My first BabylonJS project is a whacky multiplayer first person shooter featuring, well, eggs, of course! It's in very early development and still fairly rough around the edges, but it's super easy to jump in quickly and play. It's just been made public, so finding people to shoot may be a little hit and miss (pun intended). Enjoy! Facebook: http://www.facebook.com/ShellShockGame Twitter: https://twitter.com/eggcombat
  7. I'm getting a lot of inconsistencies in fps due to requestAnimationFrame calls randomly taking a long time where it doesn't look like there is anything being called inside of it until the tail end of the call. What it does show in the call tree only takes PIXI 1-3ms to flush or update transforms while the RAF call can last anywhere from 8-15ms. The devtools are also showing that the GPU and other threads aren't doing any irregular work when the long RAF call happens. It happens at least 10-20 times within a 30 second Chrome devtools performance recording. Has anyone else experienced this kind
  8. I've got a situation my physics simulation is running at high framerate (60fps), but some devices my app runs on cannot run the graphics (PIXI) at 60fps without causing the physics simulation to stutter and jump, causing undesired artifacts. So, in pursuit of performance, I shoved the physics simulator (in my case, matter.js) into a web worker, but then still found that some devices couldn't handle updates at 60fps in the main thread. So I started setting an interval to apply updates from the simulation to PIXI at a fixed rate - 30 fps to start. However, sometimes even on some devices tha
  9. Greetings! I am working on a horizontal scrolling rhythm game in React that uses Pixi for generating sprites. I want to use PIXI.ticker.elapsedMS to determine when a new sprite should be created and how far it should move its x position to stay in time with the song. My issue is that ticker.elapsedMS is taking longer than the expected millisecond value for a single frame at 60 fps. Is this expected behavior for ticker.elapsedMS to fall behind in a simple example like this? import React, { PureComponent } from "react"; import { css } from "react-emotion"; import * as PIXI from "
  10. Hey! Did anybody compare Phaser and pixi for performance? We're going to make isometric game. bottom line is about objects you could render per screen. What do you think? What to choose? Phaser 2, PIXI, or maybe Phaser 3? Need the canvas renderer of course, not webgl. Update: I've the same question in the phaser slack channel. It seems that the PIXI would be better for isometric game then Phaser 2.
  11. Hi, I've noticed that switching between states or entering next state causes frame drop in my game. First off all I need to say that I'm using Phaser.State in a little bit different way. I've split my game in multiple sections, like: IdleState, MovingState, AnimatingState, BonusGameState, etc....I was testing the game on my desktop PC, disabled practically all my code and also hidden all display objects. The only thing left in my game was testing the state switching, which resulted to be the main issue for the frame drop. It happens only twice, once you enter a new state. First frame dr
  12. Hi there, I have a "more o less basic" game and now that is almost finished, I realized that the performance on iOS is ridiculously bad. Running the game on old Android devices I get easyly 60 fps, everything runs smoothly, but the same game, running on an iPhone 7 (and obviusly on older devices) it´s gettting 15 fps, being and easy game on a much more powerfull device (good one, Apple). The thing is, I read that maybe tilesprites (I´m using one) could "help" to this poor performance, but this is not the case, even without that tilesprite I´m still getting 15 fps... Can any
  13. TL;DR - How can I programmatically detect slow / choppy animation? My company uses pixi.js to create animations for digital signage (screens in waiting rooms, train stations, airports, billboards, etc). Our clients use a wide variety of hardware to display our animated content. Some of them are high powered, but most of them are pretty crappy. Most of our animations are rendered at HD (1920x1080) or 4K (3840x2160) and often have large images in them (news photo with headline). I have noticed on really low-end hardware when we animate the images using a ken-burns effect or
  14. Hello, Since some day, firefox turn phaser game slow. All game i have created and even litle game downgrade fps. (60FPS to 30FPS) I dont know where is the problem. i have try use phaser but no change. You can try with this example : https://phaser.io/examples/v2/time/slow-down-time if you wait some seconds the animation down to 30fps. this problem is only on firefox (i suppose since v57). All others browsers working fine. Have you an idea where is the problem? Thank you
  15. Hello, everyone! I have been struggling with some strange universal camera behaviors. A simple scene with an arcRotateCamera in the air (left) and a universalCamera (right) on the ground, like this: The arcRotateCamera rotates very smoothly. No problem with that. The universalCamera, on the other hand, behaves a bit wierd. The walking (using arrow keys to move about) is pretty smooth, but the panning (click and drag mouse to look around) gets 'sticky' around the center of the screen, especially when looking at more objects, like the screen capture above. By
  16. Hi, While it should be an easy question, I can't get a fixed movement speed. By "fixed" I mean frame rate independent. According to the manuals it could be done inside update function like this: function update(time, delta) { ... container.body.setVelocityX(speed * delta); ... } .. where "container" is a normal Phaser 3 container and "speed" is predefined. The problem is that I still get noticeably different speeds (for example, small vs big canvas). I check it by measuring a time to get from point A to point B. How can this be improved/fixed? Do I need to tur
  17. Hi, I'm pretty new to Babylon.js, only started using it a few days ago, but really enjoy it, great work! I encountered some odd behavior with using deterministic lockstep on my setup, when running the example from the Animation page (https://www.babylonjs-playground.com/index.html#DU4FPJ#3) on my laptop's display (120Hz) the animation is twice as fast as on my connected monitor (60Hz) - tried with both Latest and Stable version, with both Cannon and Oimo plugins. My first guess would be that the algorithm is only prepared to handle low FPS, and does not take into account possible hi
  18. I've noticed random drops of FPS in Chrome during a simple movement of a simple sphere. So I made a profile and the drop is clearly visible (suddenly down at 27 FPS). However, I have no idea what caused this to happen. There is nothing unusual to me within this profile. What can I do to dig deeper and eventually solve this problem? I doubt that it this is related with Babylon.js itself nor with my code... It's probably a Chrome issue - and it doesn't happen in Safari.
  19. Hi Guys. I did some test on my notebook, and the phaser doesn't reach 60FPS, just 40FPS. As this said, I've been having some problem working with the ARCADE physics, considering that it works on a 60FPS constant. The following implementation was a try to solve the problem: var game = new Phaser.Game(960, 540, Phaser.CANVAS); var GameState = { init: function () { this.game.forceSingleUpdate = true; this.game.time.desiredFps = this.game.time.fps || 60; ... }, update: function() { this.game.time.desiredFps = this.game.time.fps || 60;
  20. Hi!, i working in a proof of concept with phaser 3, and i see that is working very fine ! but i want to access to the current frame rate to show it in the game screen. i don't find any examples or documentation about it, there is any way to get the current frame rate in phaser 3? Thanks!!
  21. The playground http://www.babylonjs-playground.com/#CGSXR from http://doc.babylonjs.com/samples/grid_moves runs at 10fps on my Razor Blade laptop with nVidia GTX 1060. Is that normal?
  22. Just a quick little demo of something I thought would be fun to create. No smoothing groups or textures and dirty animations. PoC PoC PoC. All separate weapon parts are weighted to bones, so they can be positioned, scaled and rotated individually, to create endless weapons(Only 4 in this example), all from a single mesh. I've chosen to do it in 3Ds Max, although it can be done in code as well. http://playground.babylonjs.com/#ZIH5Y7
  23. Hi everyone, I'm working on a web app that must change position of a mesh on (almost) every frame in time like a video. I know I can manage coordinates for this but I dont know how to set the fps to 30 and how to apply the new coordinates according to each frame. Can anybody show me a basic example to achieve this? Thank you all.
  24. Hi guys, I am currently working on a game where you control a person throught a maze. It's my first babylon js application so i'm learning on the go. I managed to create a good base for the game, a character that you can move around on a world, with a good camera management ect.... My next step is to make the game multiplayer, with NodeJS and Socket.io. The thing is that I noticed that my application can be quite slow sometimes and I think it will be bad for the following of my project. After some recherch I came accross some SceneOptimization tutorials and I applied them,
  25. Hi, probably I dont fully understand how phaser engine works. For my test I inicialize 10k sprites and than immediately kill them ( sprite.kill() ). Unfortunately I have 15FPS, but I render nothing.. Why I have I have this FPS drop, I need kill sprites and revive it when I need them so I dont need any sprites's update, render, postupdate... functions. The debug plugin says slow around 20ms on preUpload-stage and 20ms postUpdate-stage. Can you someone help me please? Thank you very much Daniel
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