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Found 2 results

  1. Hello, I have encountered a problem with iOS, which I haven't been able to address so far and I was wondering, if someone maybe has an idea of what could be going on. I have a cordova-crosswalk Sudoku puzzle game which runs great on a large variety of Android devices, including Samsung Galaxy S2 and Note 1. Apart from bringing groups to top, there is nothing else in the update as the entire game logic revolves around input signals. To my knowledge, the game is decently optimized, given how well it performs on the aforementioned 6-year old devices. The problem comes with iOS. I have tested the iOS build on two different iPads running iOS 9 and an iPhone 6s. They all share sluggish performance. Load times are great, and so are tweened animations, thus FPS is fine. However, a fairly simple request by the user to redraw all cells on the board takes like half a second, effectively freezing the application for the duration of redrawing. The game's renderer is set to WebGL for iOS and Canvas for Android. I've also tried Canvas for iOS, but some textures are missing and the performance is equally sluggish. I have advancedTiming disabled. I've also tried disabling anti-aliasing and lowering the game's resolution, but to no real effect. A colleague of mine suggested the root of the problem could be the WebView used for the project, but I am using WKWebView, so that shouldn't be the issue. One thing I could think of is maybe the large amount of bitmapdatas being created and destroyed, as well as the many sprite.loadTexture calls. However, if that was the case, wouldn't that impact performance on Androdi as well, or am I missing something. Any help would be appreciated! Thanks in advance! Edit: I just tested the app in web. I opened it simultaneously in Safari and Chrome on the same Mac and I performed the same action in exact the same game conditions. Whereas on Chrome in WebGL the operation takes visibly no time to complete (about 50ms, which is almost unnoticeable by the user), on Safari, again in WebGL, it takes about 200-250ms, which is much more visible.
  2. I fairly new to Pixi....and I'm running into some performance issues while trying to animate a large image sequence. I'm trying to animate a movie-clip from a sequence of images, 540 images at 1280 x 720 resolution. This is a lot of assets so I've combined them into 45 large sprite-sheet images (12 sub-images in each sheet), with each sprite-sheet having its own json file. I have to be able to call and render any specific image in the sequence very quickly as I change a variable i've made elsewhere in the code, var =id; I have loaded all 45 json files into the AssetLoader Class and built a stage..... function buildStage(){ stage = new PIXI.Stage(0x66FF99); renderer = PIXI.autoDetectRenderer(window.innerWidth,window.innerHeight, {view:document.getElementById("mycanvas")}); loadSpriteSheet();} var assetsToLoad=[]; loadSpriteSheet = function() { for( var spriteNbr = 0; spriteNbr<46; spriteNbr++){ assetsToLoad [spriteNbr]= 'http://myCDN...url'+spriteNbr+'.json';} loader = new PIXI.AssetLoader(assetsToLoad, true); loader.load();}; // I call the image to the screen and renderer like so... every time i change the value of "id"defined elsewhere, the function showImage() is called. The value of "id" also corresponds to the name of each sub image that needs to be called from the sprite-sheet json file. Example... file 0.json contains 12 images/ frames with names 0-11, while file 1.json contains 12 images/ frames with names 12-23, etc... function showImage(id){ var slice2 = PIXI.Sprite.fromFrame(id); slice2.position.x = 0; slice2.position.y = 0); stage.addChild(slice2); renderer.render(stage); } Ok so this works, but very very poorly. As I call showImage() every time and rapidly change id the animation is very choppy. Many frames are skipped the faster i change id and call the function. I've tried incorporating requestAnimationFrame(), which doesn't seem to help. I have also set this up using the MovieClip() class as a test and it works horribly. The animation plays but very choppy and lots of lag again, and even some frames "shaking". Very weird. Here is the code for that in that scenario i delete the showImage() function and substitute with the fallowing, just trying to play all the frames.... var frames = []; function animate(){for (ii=0; ii<541; ii++){frames [ii] = [ii];} var tile = PIXI.MovieClip.fromFrames(frames);tile.position.x = 0;tile.position.y = 0; // tell PIXI.MovieClip, which frame will be shown tile.play();stage.addChild(tile);requestAnimationFrame(animateTile);} function animateTile(){renderer.render(stage);requestAnimationFrame(animateTile);} Again this plays but very bady... Any suggestions of how to fix this would be much appreciated. Should I be using sprite batches or maybe displayObjectContainer perhaps? I heard that SpriteBatch() is only useful if you have a single texture. What could I do to make things run fast and smooth? Thanks for any help in advance.
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