Karl Kirch

Results 22 comments of Karl Kirch

I assume you're just looking at having assets + code cached yes?

I'm curious if you pinned this as actually causing perf problems. I wouldn't think you're creating too many objects throughout the course of your gameloop.

From looking at some profiles as well as your code/overall structure of the game, I seriously doubt that you even need to pay attention to this right now. Even on...

Yeah, also with named constructor type things you'll get more meaningful profiles (right now comparing heap snapshots gives you not great results because your objects just show up as "Object"...

I would suggest looking into https://github.com/goldfire/howler.js/tree/2.0 if you're not wanting to write things from scratch...

@getify as for canvas vs WebGL, while canvas is generally fairly quick, you're not going to beat the GPU for certain things. Things like texture caching, scaling/transformation, clipping, path drawing,...

I concur with @Schoonology. Decoupling the update cycle from your render cycle is a good way of handling your frame rate issues. If requestAnimationFrame throttles back to 45 or 30fps...

@getify so yeah, you're gonna be vsync'd for WebGL so you won't get any better on modern hardware, where you will get better are machines with slow paths between the...

Welp if you're going for the most compatibility looks like canvas is your option... Probably some basic options for image quality and toggling opacity will go a long way to...

GEMFILE source 'http://rubygems.org' gem 'rails', '3.0.10' gem 'jruby-openssl' gem 'composite_primary_keys' gem 'activerecord-jdbc-adapter' --- C:\work\SurveyBuilder> warble compiled --trace *\* Invoke compiled (first_time) *\* Invoke war:compiled (first_time) *\* Execute war:compiled Bundler::GemNotFound: Could...