Tagged Questions
2
votes
2answers
149 views
Approaches for storing grid-like information
I am drawing this simple grid on my NodeJS server:
var grid = [];
for(var x = 0; x < 20; x++){
grid[x] = [];
for(var y = 0; y < 20; y++){
grid[x][y] = 0;
}
}
...
1
vote
0answers
275 views
shader-based particle systems
I have a classic particle system where each particle is represented by a quad and, each time step, I move each particle.
My target is webGL which means I don't have instancing, attribute divisors nor ...
1
vote
3answers
1k views
Slow Firefox Javascript Canvas Performance?
As a followup from a previous post, I have been trying to track down some slowdown I am having when drawing a scene using Javascript and the canvas element. I decided to narrow down my focus to a ...
5
votes
1answer
439 views
Javascript Canvas Drawing Efficiency
I have just recently started some experiments with game development in Javascript/HTML5, and so far it has been going pretty well. I have a simple test scene running with some basic input handling, ...
7
votes
5answers
377 views
What implications does JIT (javascript/canvas) vs. AOT (Flash) have in terms of browser based game performance?
In my experience, even till this day, I still see more of a visual lag in entity movement / animation in JavaScript (Canvas) based games than I do in Flash based games.
Why is this - what exactly is ...
3
votes
3answers
351 views
What is better for the overall performance and feel of the game: one setInterval performing all the work, or many of them doing individual tasks?
This question is, I suppose, not limited to Javascript, but it is the language I use to create my game, so I'll use it as an example.
For now, I have structured my HTML5 game like this:
var fps = ...
6
votes
2answers
3k views
How to handle multiplayer in JavaScript?
I'm just doing a bit of research into tech to use for a mobile multi-player game.
It's more an experiment at present so for the moment, the only thing that Players need to be aware of is the other ...