Hot answers tagged html5
tl;dr You control how much data you are willing to process each frame. If a packet is too big, break it into smaller cells and process them one at a time (i.e one each frame). If you get a lot of small packets than split the group into chunks and limit the amount of information processing that is done each frame. The client does not need all the information; ...
Try this: var speed = Math.sqrt(Math.pow(heroVelX, 2) + Math.pow(heroVelY, 2)); The case is that the ^ operator is the bitwise XOR operator. You should use Math.pow(base, exponent). Here is a an example: link.
The difference between html5 games and native games is a vast discussion, one that im not going to be able to answer in just one post. So the closest thing i can come to a straight answer is : It depends on the game. This stems from that both technologies are fairly new, and growing exponentially. As far as I know, no game studio have tried making the same ...
You use a library that handles those numbers: https://github.com/MikeMcl/big.js
When you want a really advanced light engine where objects create shadows, you should look into WebGL and use a 3d engine. But when you don't need accurate shading and only want objects to create cones of light which illuminate the canvas without respect to content, this is what you could do. Have two canvases, the normal scene and a second background ...
I assume that when your network data arrives, its processing diverts enough CPU power to slow down your rendering process. Are you enforcing a constant framerate or are you just rendering frames as fast as you can? Assuming you have a constant framerate, you may chose when your network packets are processed. I mean by that that your websocket event should ...
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