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Phaser 2.7: New WebGL Tilemap Renderer (Beta 3)


rich
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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 :D

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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!

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  • 2 weeks later...

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.

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