Comments (3)
Hi, Ben, thanks for providing the test case. I changed a few code, please see here: http://codepen.io/nosir/pen/wJAfo now it is getting 60fps, mine is i5 macbook air.
You should move primitive(cube) generating logic out of the tick method, cause the primitive instance creating is the part which requires calculating to draw the pixels, and it decreased the performance in your code. As long as the primitive is generated, you can render it in tick loop as many as you want just like using bitmap cache copies.
I might create a wiki page to introduce this, thanks :)
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Hey Max, thanks for the help! That performance looks a lot better, I'll try things out with Obelisk. :)
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You're welcome, also I think if you could use requestAnimationFrame() instead of setInterval, it makes more sense :)
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Related Issues (20)
- Event handling support? HOT 3
- Any plan to add texturing? HOT 2
- Rendering the cubes HOT 6
- Box2D HOT 1
- Typescript declaration HOT 3
- what are the function.toString() methods for? HOT 3
- Documentations? HOT 1
- Is it possible to modify from 22.6ΒΊ to 30ΒΊ? HOT 1
- How to create a Tube shape HOT 4
- Depth Issue HOT 2
- Draw Points and Line HOT 2
- Scale Problem ? HOT 3
- Updated module usage for Obelisk.js
- Transformations Support ? HOT 1
- Release v1.2.2 on GitHub HOT 2
- Isometric pixel objects with images
- Samsung
- add unpkg links HOT 1
- Texture support? HOT 1
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