Yora Posted July 31, 2016 Share Posted July 31, 2016 Awesome stuff! Cut down from 50 something draws to 2, such a massive difference X_X. Though it seems like when bitmapTexts are visible it adds more draw calls even though I have their textures listed in my 'keys' array along with the rest of my textures (13 in total, on a modern PC) and am calling setTexturePriority(keys), but the call is applying for all my other texures as intended. I wanted to give the tilemap system a go since I'm making something that involves a lot of isometric tiles, but as I was spending time trying to manipulate the tilemap classes to work isometrically I decided to wait on trying that since it's quite a process. As it is though, my tiles are working nicely in groups like they were before with far less drawing involved Link to comment Share on other sites More sharing options...
nkholski Posted August 4, 2016 Share Posted August 4, 2016 I just tested 2.7 beta 3 with my Metroid clone (http://metroid.niklasberg.se) which previously used 2.4.6. The game ran great on earlier Phaser versions even on mobiles but took a performance hit when I included the whole tilemap (480x450 tiles) so I've been looking forward to an update on the tilemap renderer. However 2.7 made the game go from slow to unplayable on mobiles. I switched to 2.6.1 and got the performance from 2.4.6 back again so it must be the new renderer that causes the problem. Phaser 2.6.1: http://metroid.niklasberg.se Phaser 2.7 beta 3: http://metroid.niklasberg.se/game/index.html I've been busy the last couple of months and have been away from game development / Phaser. Just want to add that it's really inspiring to see the progress you're making. Phaser is amazing! Link to comment Share on other sites More sharing options...
hexus Posted August 13, 2016 Share Posted August 13, 2016 Not sure if it's right to post issues on GitHub for the dev branch, so I'll mention some issues I'm having here. Applying a filter to game.world complains that a TilemapLayerGL instance doesn't have a getBounds method. It should have one, right? But I've noticed in the source it doesn't. Also, losing DOM focus on the game breaks camera follow for me, resetting camera position to the top left of the map. It seems like it causes the game world to resize too, as my player sprite can suddenly collide with all edges of the screen. Edit: This was caused by some bugs that I've fixed as part of a pull request. Is there any way to switch back to the canvas renderer in WebGL mode? Edit: It does work well as a drop-in replacement for the Arcade Slopes demo, just not my more complex, full screen project. I'm actually going to tinker with the Phaser source and see if I can fix anything. Link to comment Share on other sites More sharing options...
peer2p Posted September 28, 2016 Share Posted September 28, 2016 Will this feature be included in Phaser 3.0? I can't find a TilemapLayerGL class in the current dev branch. PS.: Phaser is truly amazing! Link to comment Share on other sites More sharing options...
rich Posted September 28, 2016 Author Share Posted September 28, 2016 Yes, it'll be put back in once I'm finished with the current updates. Lots of refactoring going on in the dev branch at the moment! Link to comment Share on other sites More sharing options...
WombatTurkey Posted November 22, 2016 Share Posted November 22, 2016 Running 512x512 maps flawlessly without any lag under WebGL. That's 16kx16k map dimensions and with tiles placed all over the place. Ignore the shitty GIF. It's at 60FPS locally. @rich, great work! samme and s4m_ur4i 2 Link to comment Share on other sites More sharing options...
samme Posted April 29, 2017 Share Posted April 29, 2017 On 11/22/2016 at 3:33 PM, WombatTurkey said: When can I play this? WombatTurkey 1 Link to comment Share on other sites More sharing options...
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