Arthur

Results 21 comments of Arthur

This is because you are running the ``` const stems = [ new Howl({ src: ['/audio/piano.wav'], preload: true, }), new Howl({ src: ['/audio/guitar.wav'], preload: true, }), new Howl({ src: ['/audio/bass.wav'],...

Agreed, great library 😄 Two things for me: 1. I got caught out by orientation of the axes with the spatialisation audio, with my directional audio sounding from the wrong...

Hi @fenomas, I imagine #develop is one draw call per chunk now? Which sounds great! Have you done any testing to see what the performance improvements are like?

Just done some testing; seems much better. I used the stress test demo and modified it to pick one of the five blocks randomly (to represent an avg of ~5...

A lot of my changes have been pretty hacky, in order to move fast (and there's a lot of them, 118 commits, over the past 18 months). Porting it all...

It is indeed flexible, but I didn't properly investigate when I was first starting out :D For getting me to do that, removing and re-adding a slightly modified built in...

Honestly, no. It's been happening to me for a few weeks and I got around to looking into it. It happens in other games on chrome as well. If we're...

That sounds like it would work! I appreciate the call out with the bug - I saw my IDE didn't give me an error and figured the behaviour was the...

Seems to work well - messed around for a few minutes and haven't experienced any janky camera movement. Cheers!

Hi andy, recently noticed I ended up using 100 instead of 400 like so: ``` var badx = (Math.abs(dx) > 100 && Math.abs(dx / lastx) > 4) var bady =...