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seen Dec 10 '13 at 21:03

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awarded  Notable Question
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awarded  Notable Question
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awarded  Yearling
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awarded  Self-Learner
Jul
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answered HTML5 game obfuscation
Jul
13
awarded  Teacher
Jul
13
answered Huge performance difference when using drawImage with IMG vs CANVAS
Jul
13
comment Huge performance difference when using drawImage with IMG vs CANVAS
@hustlerinc: You mean render from a canvas onto itself? What would that prove? All the game's graphics are loaded from images, so you have to use an image at some point in the process.
Jul
13
comment Huge performance difference when using drawImage with IMG vs CANVAS
The trouble is that I'm relying on offscreen canvases to compose complex images. For example, I'm rendering a character's animation frames into an offscreen buffer, and then rendering things like clothing/armor/weapons on top. The game then renders from the composite canvas, rather that re-rendering all these details for each character, each frame. With canvas-to-canvas performance being so poor in non-Chrome browsers, I'd have to render the composite back into an image. It's not the end of the world, but I was hoping there is a workaround.
Jul
12
comment Huge performance difference when using drawImage with IMG vs CANVAS
But why is there a difference at all when in both cases they are rendering the same data? And the fact that at least one major browser has the opposite performance characteristic means we need to implement two code paths in our renderers.
Jul
12
asked Huge performance difference when using drawImage with IMG vs CANVAS
Jun
26
comment QuadTree: store only points, or regions?
Thanks, this makes sense. Sure, processing cross-node objects would be slower than objects that are completely inside a node, but I can't see any way around that. I could increase the node capacity to keep the fragmentation down, but this would increase the number of objects included in collision detection. I'll play around with that to find a good balance.
Jun
22
asked QuadTree: store only points, or regions?
May
24
awarded  Supporter
May
23
comment Choose tile based on adjacent tiles
I am examining all surrounding tiles, but I didn't know how to handle all the tile combinations. For example, you have seven possible tiles to choose from (horizontal, vertical, four corners, and a cross). I thought of using complicated switch statements, but that felt wrong.
May
23
awarded  Commentator
May
23
accepted Choose tile based on adjacent tiles
May
23
comment Choose tile based on adjacent tiles
Great, now my comment doesn't make sense! :p Just kidding, thanks for your answer. That's exactly what I was looking for.