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Hello. I'm really confused about this, what is really the difference of these 3 enabling method of physics body in Phaser? object.physicsBodyType = Phaser.Physics.ARCADE; game.physics.arcade.enable(object); game.physics.enable(object, Phaser.Physics.ARCADE); Are they really the same?
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Hi, I cannot get blendMode to work with anything but ADD, OVERLAY and SCREEN. Its not down to browser as I have tested working versions that use all the other blend modes in all the browsers Im using outside of PixiJS, so could it be down the the wrong version of Pixi? I tried this here, http://codepen.io/ianmcgregor/pen/CtjeI which allows you to upload a test image and live set the blendmode, and it definitely does not work for me, other than the three mentioned. My code is just standard generate a sprite and apply the blend mode to it myObject.blendMode = PIXI.BLEND_MODES.DIFFERENCE; Am I right in thinking that Pixi can actually use all the other blend modes? the site examples seems to suggest you can - hence Im thinking my version of Pixi might be dated...
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Hello everyone, I'm a French Student in an Engineering school and i need to find the best way to do some animation in HTML5. It seems there's three principal tools : Canvas, SVG and WebGL. According to my recent research, Canvas is more for dynamic animation, if i need to refresh a lot of sprites, etc etc... ,SVG more for graphics, charts and pre-programmed animations and WebGL for 3D. (Tell me if i'm wrong, because i feel like Canvas and SVG can do SAME, i can't see a real difference except about performance) I saw there's a lot of library for Canvas(Pixi.js, Fabric.js, Easel.js...). But what's the "real" difference between them ? Is there a benchmark for that ? Is there a list of features of Pixi.js for example ? I search something concrete to compare theses libraries. If someone could answer that Sorry for my English, Ytyse
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With all the new features of BJS and skeletons - ranges etc.- and the discussion on this thread and this thread I decided to take a look at these new features and the possibility of loading animations on the fly. But I ran into trouble. Below are some simple tests of creating an animated figure and exporting it from Blender. Windows XP PC: 1. Blender 2.69, BE(v1.3) : Player3 - Works fine .babylon file size 8.37MB Win7 PC: 2. Blender 2.76, BE(v3.0.6) : Player3 - Works fine .babylon file size 6.82MB 3. Blender 2.76, BE(v4.4.1) : Player3 - Spaghetti Monster .babylon file size 1.96MB All exports use the same starting file that I have used to test animation going back over a year. Examples 2 and 3 use the same PC and no changes were made to the file - it was just exported. The log files for export 2 and 3 are here The exporter (v1.3) does not produce a log file. Not sure what the issue is. TY in advance for any help. cheers, gryff