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Showing results for tags 'profiler'.
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Say i have an animation that suppose to run in the background as the background itself while the game still playing. What is the best practice to play large animation? By large animation I mean: - animation resolution greater that 500X500 px - very long animations (much frames, more than 24) By best practice I mean: - play in good performance while not interrupting the game performance - what type of animation to use (atlas? sprite-sheet? mp4? different method?) - how to load it in phaser - how to implement it in phaser I also would like to know if there is a better profiler tool than phaser-debug that also shows the graphic-card's memory usage.
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- animation
- best practice
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Hello! In game, made on Phaser (2.1.3) is too much idle time on each frame. This causes FPS(frame per second) drop below 60. Drawing takes minimum time, but the wait of the next frame lasts longer than necessary(have a look at white bars on the screenshot). What causes this problem and how it could be solved?