Jump to content

Search the Community

Showing results for tags 'triangles'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 4 results

  1. Congrats on v5 you awesome people! So a long time ago I was working on top down 2D game that had line of sight, but I ran into performance problems problems that sound like they can be more easily solved in v5. For some reason the forum is not letting me upload images so here are some links. Screenshots: https://timetocode.tumblr.com/post/164071887541/much-progress-screenshots-show-in-game-terrain Video of line of sight https://timetocode.tumblr.com/post/163227386513/11-second-video-tree-blocking-line-of-sight It's just one of those pseudo-roguelike line of sight effects w
  2. I'm creating triangles using Phaser.Graphics.drawTriangle. Then I'm rotating the shape by the center point (width/2, height/2). After that I want to place triangles side by side, but, after the rotation the height and width may change, so I recalculate this and get a new center point. But the shapes are not very well placed. How to place it right? There is another way to center the shapes? In attchament I generated the same triangle side by side rotating then 45°. The red dot and the lines are only for reference where they would be. Thanks in advance,
  3. I'm using WebGL to render N triangles in 2D. The triangles' geometry and colors are random, computed once and placed in buffers at start up. My shaders are super simple. Then I render them by one call to drawArrays, and animate via requestAnimationFrame. The FPS drops rapidly as N grows (both on my PC and my MacPro). When N = 10k, it's painfully slow. All over the web I see smooth demos with very large numbers of triangles. What I'm doing is very simple: https://jsfiddle.net/CaptainHarlock/mphd96L5/ You can vary the number of triangles and see performance go
  4. Hi, I'm trying to create a textured box2d polygon. I thought this is a common problem, but the resources I find a rare. Anyway, my progress so far is pretty ok (screen attached). See for yourself: http://jsfiddle.net/georgie/x6yva6v0/2 There are actually two problems to solve. Problem A: Texturing a polygon (and don't use a mask) Problem B: (Edit: Already solved, see my response) Transform a group of shapes (rectangles & triangles) to a list of vertices forming a single polygon. Problem A (Texturing) The texturing part is nearly done. There is only one problem left: How do I create the
×
×
  • Create New...