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Hi all, We have an application being build using babylonjs in which we are using an advanceddynamictexture to show a text block. We use the following line of code to create the texture: let textElementTexture: BABYLON.GUI.AdvancedDynamicTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateForMesh(baseMeshforTextBlock); We also have a refresh key which updates the current scene and redraws the meshes again. We observed that refresh takes a long time due to the text blocks. On profiling further we found out that the above line of code takes around 35ms during the initial scene creation but when we do the refresh, the same line of code takes around 1900ms. We are not sure why there's this huge increase in time. Can someone help us understand this or provide any further guidance to figure out what's causing this? Thanks in advance.
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Hi, I'd like to know how to stop my game to feel laggy. I tried to debug with the source and timeline profile, but it's not really helping as most indications redirect to phaser loop and requestAnimationFrame functions. How to you guys do to make games which are not janky especially on mobile ? I don't particularly do big calculation in my code, I'm just rendering sprite and moving them. Some event on click and collide, but nothing too fancy... It's making me crazy, what if it's bigger games with big calculations, nothing will works... I'm a HTML5 and JS enthousiast, but right now I feel a little depressed about JS games. People makes unreal engine with JS, and I never achieved to make 5sprites game with good perfs I read this article, but nothing seems to help, really http://www.html5rocks.com/en/tutorials/canvas/performance/ Any help welcomed, thx very much. EDIT : For instance, this game is way more complicated, has particles, multiple objects moving, etc... but I don't see that much of FPS drops;