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  1. Hello, I am making a simple game using pixijs and have problem that animation stops when I hide the browser window and after showing the window the animation continutes from where it stopped. I simply need to keep animation going even in background. I use "app.ticker.add(loop);" and "loop" is a function where all the animation happens. Thank you
  2. 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
  3. I want to display a live2d model using PixiJS V5, cubism 4.0 sdk. Specifically, I am planning to create a Live2DSprite that inherits Sprite and display it by rendering. However, it is not done at present. Probably you haven't successfully replaced the bindRenderTexture and bindRenderTarget of PixiJS V4 I am thinking. Is there a mechanism to change to bindRenderTexture and bindRenderTarget in PixiJS V5? [reference] I want to do the following. https://github.com/avgjs/pixi-live2d [progress] Reference video https://github.com/MrSlip777/MZ_talk_
  4. Below is the continuation of the project. https://www.html5gamedevs.com/topic/46091-replacement-bindrendertexture-and-bindrendertarget-at-pixijs-v5/ Somehow, I understand how to render a live2d model. Currently, it is possible to display the live2d model. However, the background becomes dark. I want to display the background transparently. I thought that if you preload BaseRenderTexture from the following description, it will be solved, I don't know how. I would appreciate it if you could introduce useful materials. https://pixijs.download/dev/docs/PIXI.BaseRenderTexture.h
  5. Hey. I would like to know about drawCalls and their optimization. For example, there is an atlas, one of the pictures with additive blending mode. - Can we do it all in 1 drawCall. (If possible, explain why it is impossible and how it would be possible). The second question, is the developer Yggdrasil in his games uses sequence, an atlas filled with sequences. My developers said that the sequence in Pixi js is bad, and it is better not to use them because of optimization. But Yggdrasil normally uses them and is not afraid of it. Do they use webgl instances? with vertex shader? Can you tell me?
  6. Is there a simple way to show fps in PIXI.js?
  7. Hello guys , As i unity developer i just want to ask a quick question Which method in mesh class Match update function in unity .. What it means i want each mesh to have it's own update method rather use scene.registerBeforeRender() Which controls every update/render happens in the scene I've used those func's mesh.onBeforeDrawObservable() mesh.onAfterRenderObservable() But Explicitly i don't know if it's best choice or not and i have little problem with it .. Also those methods can't be executed behind camera view (the mesh must be in the view of camera t
  8. Hey guys! I've got one main question, with a few follow ups.. here goes I was wondering if there was a way draw an image onto the PIXI.Graphics (object thingy)? I'm aware I can add sprites to the stage and other containers. But I'm currently drawing polygons, and images (with a dynamic render order), So this seems like a good way to do that. Is there a way of doing this, similar to the plain/vanilla canvas way: var canvas = Dom.get('canvas');var context = canvas.getContext('2d');context.drawImage(source, x, y, w, h, ...); I've tried: var context = pixiRenderer.context;.. but this only
  9. Hello. guys. Reading this tutorial I noticed that bitmatText can be included into setTexturePriority array: var enabled = this.game.renderer.setTexturePriority(['boat', 'skier', 'pole', 'rock', 'shark', 'sea', 'waves']); if (enabled.length < this.game.renderer.maxTextures) { // Enable for the BitmapFont this.game.cache.getBitmapFont('fat-and-tiny').base.textureIndex = enabled.length + 1; } Can I do the same using simple text? Text is created sth like var myTextStyle = { font: "32px Century Gothic", fill: "#fff", boundsAlignH: "center", boundsAlignV: "middle"
  10. Is there any way to render the tilemap layers and get the image? I just want to do a static minimap (it will not display changes in the world). Initially, I tried to do this with a camera that looks at the game world with the ignoring of unnecessary objects. It turned out, but so-so, you need to carefully select the scale that would not be render artifacts. At the moment, the mini-map is in another scene and accordingly it does not have access to the render of another scene, i.e. option with the camera does not work. So I tried using the built-in renderer and its screenshot func
  11. Hi, have some question regarding `alwaysSelectAsActiveMesh`. was experimenting with `alwaysSelectAsActiveMesh` and saw that in `_evaluateActiveMeshes` there is check for active meshes: if (mesh.alwaysSelectAsActiveMesh || mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) ... Any reason why `isVisible` and `visibility ` is not checked before `alwaysSelectAsActiveMesh` ? Like this: if (mesh.isVisible && mesh.visibility > 0 && (mesh.a
  12. Hi all, I need to display a large image and dynamically hide sections of it. I already use masking to specify which parts should be displayed. The code I use to achieve this is in the form: this._topMask = game.add.graphics(0, 0); this._topMask.drawRect(0, 170, game.width, vm.ActiveGameHeight - 320); this.defaultGroup.mask = this._topMask; This is useful in that it gives me a rectangle within which the image renders. Now I need to dynamically block sections of that rectange and create areas that are not rendered. Ideally, I would like to be able to create
  13. Всем привет! Если мы напишем let enabled = this.game.renderer.setTexturePriority(['UIAtlas', 'InGameAtlas']); в первом состоянии текстуры отображаются нормально. При изменении состояния. this.game.state.start('InGame'); текстуры исчезают. https://prnt.sc/jbcdz0 информация об отладке https://prnt.sc/jbcdz0 в чем проблема? Благодаря!
  14. Hello everyone! i have a very specific question, i need to somehow pause the game at the end of the frame render, execute a function and then render the next frame, and do the same over and over, is that possible? if there is no function that would allow to do that, what is the function that takes care of the scene rendering so i could modify it? Thanks!
  15. Hi all, We've published a babylon js based product configurator for a client here : https://v-moda.com/pages/forza-metallo_customizer it works perfectly everywhere but on my brand new galaxy S9 the scene renders like this : what could be the cause of it ? any ideas ? Thanks ! PastedGraphic-2.tiff
  16. The webivew which use pixijs will crash on iOS when the app goes background, something like: _gpus_ReturnNotPermittedKillClient. So, we have to pause the webgl render. There is lockRender in Phaser. Is there a similar method in Pixijs to pause renderer? Thank you. updateRender: function (elapsedTime) { if (this.lockRender) { return; } // ... }
  17. Hi everyone, I've just signed up to this forum and I want to show you my new game made in Consturct 2. This game is not 100% finished ( maybe 95%) so there's a few bugs.Also ignore the "audiojungle" sounds.I haven't bought the sounds yet. Any comments and questions are welcome. Play the preview here : http://www.actionoyun.0fees.us
  18. I have an mp4 video file (H264 encoded). I want to create a PIXI.extras.AnimatedSprite from this video to be able not lagging reversed animation play; If I splice this video to image sequence the size becoming huge (about 8Mb vs 500kb of mp4). I want to load low size mp4 file and extract image array from it to create an Animated Sprite. Reverse playing directly from <video> by changing video.currentTime is lagging. I want to create something like hover/unhover animation.
  19. Hello, is there a way to advance a VideoTexture by just 1 frame per RenderLoop? As I understand it now it is time based. This creates the problem that if the frames need to be captured to create an animated sequence, the video keeps advancing in between 2 captured frames.
  20. Hi everyone I read this about gltf : https://pissang.github.io/qtek-model-viewer/ and test it with "Adam head " : https://sketchfab.com/features/gltf The render system is the same than Sketchfab for post processes. It's really cool because when there is no animations, the engine calculate step by step a better render quality. Post processes like ambiant occlusion look really great and not drop fps. This allow us to run scene with 60fps with animation and to return a beautiful image when all meshes are fixe. All post processes and shadows seem to be calculate with
  21. Hi, My query is this: I use the Cocos creator tool to position a text. When you export the position of this element and then integrate it into my phaser game, it happens that the selected position is slightly different from what is previewed in the Cocos tool. I suspect it is due to how both tools draw the font in their respective container. As you can see in the attached images, in the tool the text is centered in its container, however, in Phaser, when debugging the edges of the text, you can see that the font is positioned upwards. In short, both containers are in the same position bu
  22. Hi, I'm a actually making a game using PHASER. On this game, player have to jump to escape balls rolling on the ground, like on an infinite runner. Actually, everything is working fine but the player is showed using a spritesheet divided on 128*128 resolution. The character animation running doesn't use 128 pixels on width causing the ball to collide with the player even if the player doesn't hit the ball. The player hitbox is actually configured to 128*128 but I know that in previous versions of PHASER, it was possible to render player to make his hitbox scale his skin. I didn't fin
  23. Hello, I'm doing some stress test with PIXI, and it seems that PIXI draw all the element of the stage, it does not matter if they are in range off the screen or not. I'm trying with 300 circles and even if I move the layer to coordinates very far from the "screen view" (x=10000,y=10000), it still processing them all and give me very low FPS There is any way to process only "inrange" objects to save CPU/GPU usage? It is a Normal Draw (drawCircle) slower or heavier than an Image? Thanks
  24. I'm trying to make game resize appropriately to size of the window/screen. Everything's working out great, except for the tilemap. It seems like the rendering bounds are not updated. (typescript) onResize() { this.game.scale.refresh(); var newWidth = window.innerWidth / 3; var newHeight = window.innerHeight / 3; this.game.scale.setGameSize(newWidth, newHeight); this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; //need to call this to apply new size? this.game.camera.setSize(newWidth, newHeight);
  25. https://www.babylonjs-playground.com/#4HUQQ#207 Hello again, I'm trying to figure out how to check for collisions using intersectsMesh method. The problem is that when I start my scene, the intersectsMesh callback is called since I believe the meshes start at the origin point of the world on the first render before they are moved. The PG above demonstrates the problem. If you open up the browser's developer console, you would see "SHOULDNT HAPPEN" when the mesh intersections occurred. Any tips on how to prevent this problem? Thank you!
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