Search the Community
Showing results for tags 'pixyjs'.
-
Hi! I'm David, co-founder and front end of Arpic Games, a startup in Valencia (spain). We are making Starriser, an MMO of space strategy in real time. We are talking hundreds of thousands of players in real time in a giant world steering huge fleets of ships and managing planets, waging wars and trading with other players. A snapshot of the Starriser's galaxy: https://www.dropbox.com/s/sqro8ylbdkzqgfk/Starriser%20Galaxy.png?dl=0 This is a little one. Basically, the map is a graph. Nowadays Starriser uses Canvas 2D natively. I'm researching for graphic libraries and Pixi seems to be the best. The only problem is the primitives draw system. Pixi makes polygons from lines to have nice corners. The problem here is that its computation is slow. Well, not slow in general, slow if you put 5.000 lines and need to change their thickness every time the user zooms in. Even more if you smooth the zoom. Basically, I need to change the thickness of 5.000 lines without affecting performance. Computing every frame's line's polygons in a zoom animation its too much. A possible solution I thought is to use native webgl primitives. They don't have nice corners, but I don't need then. Is there any way to use native webGL lines in pixi? Finally, in my research I've noticed that pixi is a great solid library. Great work! Thanks! David.