I'm currently tiling many PNG images on several stacked FastLayers with Konva.js. The PNGs contain opacity, and they do not require dragging or hitboxes. The tiles are replaced often, and this seems to work well for medium-sized grids with dimensions of around 30x30. Once the tiles start growing to around 100x100, or even 60x60, the performance begins to slow when replacing individual tiles.
I've started to work on "chunking" tiles, i.e., adding tiles into smaller FastLayer groups. For example, a single 100x100 FastLayer would be divided into several 10x10 FastLayers. When a single tile changes, the idea is that only that chunk should should re-render, ideally speeding up the rendering time overall.
Is this is a good design to attempt, or should I try a different approach? I've looked over the performance tips in the Konva.js documentation, but I haven't seen anything directly relevant to this case.
So, after some research and tinkering, I've discovered the fastest way to render ~4000 images.
Don't use React components for Konva.js. I use React to structure my app, but I've skipped using an intermediate library for Konva.js rendering. Using React Components for the canvas will halve your performance.
Cache common images. I use a simple LRU cache to reuse HTMLImageElement objects.
Reuse Konva.js nodes (Konva.Image) whenever possible. My implementation is rendering a grid of images. The locations do not change, but the images may. Before, I would destroy() a node, and the add another. The destroy() causes an additional render, which creates jank for your users. Instead, I just use the image() method in combination with id() and name() to find and replace images at grid coordinates.
My app allows users to paint long strokes across the grid. This works OK in small strokes, when only using the literal mouse events. For long strokes, this does not work for two reasons. First, the OS and browser throttle the mouse events, giving you intermittent mouse events. Second, being in the middle of a render will give the same side effect. Instead, the software now detects long strokes, and "fills in" the missing coordinates that the user intended to draw between the intermittent mouse events.
Render at intervals. Since my grid can change often, I decided to sample the grid information 24 times a second, rather than allowing each tile change to queue up a batchDraw(). The underlying implementation is using RxJS to poll a Redux store once every 42ms, and only queues a batchDraw() if something has changed.
Caching definitely helps performance, but so does hiding. Konva doesn't (or didn't last I researched this) do any view culling. Below is code I used to hide the island shapes in my Konva strategy game.
stage.on('dragmove', function() {
cullView();
});
function cullView() {
var boundingX = ((-1 * (stage.x() * (1/zoomLevel)))-(window.innerWidth/2))-degreePixels;
var boundingY = ((-1 * (stage.y() * (1/zoomLevel)))-(window.innerHeight/2))-degreePixels;
var boundingWidth = (2 * window.innerWidth * (1/zoomLevel)) + (2*degreePixels);
var boundingHeight = (2 * window.innerHeight * (1/zoomLevel)) + (2*degreePixels);
var x = 0;
var y = 0;
for (var i = 0; i < oceanIslands.length; i++) {
x = oceanIslands[i].getX();
y = oceanIslands[i].getY();
if (((x > boundingX) && (x < (boundingX + boundingWidth))) && ((y > boundingY) && (y < (boundingY + boundingHeight)))) {
if (!oceanIslands[i].visible()) {
oceanIslands[i].show();
oceanIslands[i].clearCache();
if (zoomLevel <= cacheMaxZoom) {
oceanIslands[i].cache();
}
}
} else {
oceanIslands[i].hide();
}
}
Related
I'm not using any engine, but instead trying to build my own softbody dynamics for fun using verlet integeration. I made a cube defined by 4x4 points with segments keeping its shape like so:
I have the points collide against the edges of the scene and it seems to work fine. Though I do get some cases where the points collapses in itself and it'll create a dent instead of maintaining its box shape. For example, if it's a high enough velocity and it lands on its corner it tends to crumble:
I must be doing something wrong or out of order when solving the collision.
Here's how I'm handling it. It's in Javascript, though the language doesn't matter, feel free to reply with any language:
sim = function() {
// Sim all points.
for (let i = 0; i < this.points.length; i++) {
this.points[i].sim();
}
// Keep in bounds.
let border = 100;
for (let i = 0; i < this.points.length; i++) {
let p = this.points[i];
let vx = p.pos.x - p.oldPos.x;
let vy = p.pos.y - p.oldPos.y;
if (p.pos.y > height - border) {
// Bottom screen
p.pos.y = height - border;
p.oldPos.y = p.pos.y + vy;
} else if (p.pos.y < 0 + border) {
// Top screen
p.pos.y = 0 + border;
p.oldPos.y = p.pos.y + vy;
}
if (p.pos.x < 0 + border) {
// Left screen
p.pos.x = 0 + border;
p.oldPos.x = p.pos.x + vx;
} else if (p.pos.x > width - border) {
// Right screen
p.pos.x = width - border;
p.oldPos.x = p.pos.x + vx;
}
}
// Sim its segments.
let timesteps = 20;
for (let ts = 0; ts < timesteps; ts++) {
for (let i = 0; i < this.segments.length; i++) {
this.segments[i].sim();
}
}
}
Please let me know if I need to post any other details.
This may be better answered on a physics or game-dev exchange (and likely has already been), but i'll give it a crack because it's nice to revisit this stuff...
Verlet integration is a fantastically stable if not physically accurate method, but the problem here is not the integration method, or anything you've done wrong as far as I can see; it's the type of simulation: mass-aggregate physics (the building of geometry out of dynamic constraints), which is really nice and simple :) but has some inherent deficiencies and limitations, and this particular problem is inherent to the simulation type.
First, look carefully at the arrangement of constraints in the collapsed box - they are just as valid as the initial one. Although individual constraints may not be as satisfied, in combination they are still in a local equilibrium with each other - there nothing compelling them to form their original arrangement.
Second, the external force (collision with immovable plane) is what overcame the constraint forces originally. Even if the constraints respond proportionally towards infinity as they compress - the simulation can never match reality because it works a frame at a time not continuously, and the longer the frame the more error.
To retain shape more reliably, a more explicit angular constraint is needed, which usually involves quaternions - these are quite a bit harder to implement than distance constraints, and once you have them you will be pretty far along the road to implementing rigid body physics anyway. But there are ways to mitigate instead:
1. Use a smaller interval
All posteriori simulations and numerical integration in general has some inherent instability. While different integration methods (e.g verlet) can mitigate this, generally the smaller the interval the better the stability. This alone will give the constraints more opportunity to push back against external forces, but it will also increase the maximum stable constraint stiffness.
This will probably require you to optimise your engine more. Additionally make sure you don't couple your render step to the simulation, you want to be able to render at multiples of the simulation interval which allows you to run the simulation faster for stability without unnecessarily rendering more frames than is useful, as it will just slow down the simulation.
2. Try more stable shapes
For your box-of-boxes shape, see what happens when you add more constraints between far vertices, it will add more global stability to the shape.
A common type of shape people make with mass-aggregate physics are polygons, because it's straight forward to make them highly interconnected (a little bit like a bicycle wheel, but where each spoke point connects to every other spoke point). In- fact spoke-like designs are one of the most stable, but you can usually apply the same principles to more irregular shapes once you get an intuition for it.
3. A different type of constraint
Quaternions are not the only possible constraint that will help retain configuration, the main problem is not so much that explicit angle isn't being maintained; but rather that when points are forced past a certain position relative to their siblings, their distance constraints flip and start working in reverse - keeping them on that side.
There could be many different ways to solve this without something as complex as quarternions - in fact I will give it some thought and edit this post if I come up with anything, I have a bit more ammunition since I last explored mass-aggregate physics...
TLDR:
I need to change the perspective over an object in a 2d cavas.
Let's say I make a photo of my desk while I sit next to it. I want to change that image, to look as if I would see it from above. Basically the view would change like in the image below (yes, my paint skills are awesome :)) ).
I am using canvas and easeljs (createjs).
I am totally aware that this is not a 3rd object, I don't have a stage and a camera. I am also aware that easeljs doesn't support this as a feature.
What I am actually trying is to emulate this (I am also not interested in quality of the result at this point).
What I tried and it worked (I noticed I am not the first to try to do this and didn't actually found a real answer so this is my current approach):
I take the original image. Divide it in a high number of images (the higher the better) as in the image below.
Then I scale each of the "mini-images" on x axis with a different factor (that I'm computing depending on the angle the picture was made). Part of relevant code below (excuse the hardcodings and creepy code - is from a proof of concept I made in like 10 minutes):
for (var i = 0; i < 400; i++) {
crops[i] = new createjs.Bitmap(baseImage);
crops[i].sourceRect = new createjs.Rectangle(0, i, 700, i + 1);
crops[i].regX = 350;
crops[i].y = i - 1;
crops[i].x = 100;
crops[i].scaleX = (400 - i / 2) * angleFactor;
stage.addChild(crops[i]);
}
Then you crop again only the relevant part.
Ok... so this works but the performance is... terrible - you basically generate 400 images - in this case - then you put them in a canvas. Yes, I know it can be optimized a bit but is still pretty bad. So I was wondering if you have any other (preferably better) approaches.
I also tried combining a skewing transformation with a scale and a rotation but I could not achieve the right result (but I actually still think there may still be something here... I just can't put my finger on it and my "real" math is a bit rusty).
I am new to Phaser and I am currently having a hard time in generating a tilemap with the aid of the phaser isometric plugin. I am also having trouble with understanding some of the concepts related with the Phaser world, game, and the camera which make the part of generating the tilemap correctly even harder. I have actually noticed that this problem seems to be an obstacle to Phaser newbies, like myself, and having it correctly explained would certainly help to fight this.
Getting to the matter:
I have generated a tilemap using a for loop using single grass sprites. The for loop is working correctly and I also implemented a function where I can specify the number of tiles I want to generate.
{
spawnBasicTiles: function(half_tile_width, half_tile_height, size_x, size_y) {
var tile;
for(var xx = 0; xx < size_x; xx += half_tile_width) {
for(var yy = 0; yy < size_y; yy += half_tile_height) {
tile = game.add.isoSprite(xx, yy, 0, 'tile', 0, tiles_group);
tile.checkWorldBounds = true;
tile.outOfBoundsKill = true;
tile.anchor.set(0.5, 0);
}
}
}
}
So the process of generating the static grass tiles is not a problem. The problem, and one of the reasons I am trying to getting the object pooling to work correctly is when the tiles number is superior to 80 which has a dramatic impact on the game performance. Since I aim for making HUGE, auto-generating maps that are rendered according to the player character position the object pooling is essential. I have created a group for these tiles and added the properties I thought that would be required for having the tiles that are out of bounds to not be rendered(physics, world bounds...). However, after many attempts I concluded that even the tiles that are out of bounds are still being generated. I also used another property rather than add.isoSprite to generate the tiles, which was .create but made no difference. I guess no tiles are being "killed".
Is this process correct? What do I need to do in order to ONLY generate the tiles that appear on camera (I assume the camera is the visible game rectangle) and generate the rest of them when the character moves to another area assuming the camera is already tracking the character movement?
Besides that, I am looking to generate my character in the middle of the world which is the middle of the generated grass tilemap. However, I am having a hard time doing that too. I think the following concepts are the ones I should play with in order to achieve that, despite not being able to:
.anchor.set()
game.world.setBounds(especially this one... it doesn't seem to set where I order to);
Phaser.game ( I set its size to my window.width and window.height, not having much trouble with this...)
Summing up:
Using the following for loop method of generating tiles, how can I make infinite/almost infinite maps that are generated when the camera that follows my character moves to another region? And besides that, what is the proper way of always generating my character in the middle of my generated grass map and also for the camera to start where the character is?
I will appreciate the help a lot and hope this might be valuable for people in similar situations to mine. For any extra information just ask and if you want the function for generating the tiles by a specific number I will gladly post it. Sorry for any language mistakes.
Thank you very much.
EDIT:
I was able to spawn my character always in the middle of the grass by setting its X and Y to (size/width) and (size/height). Size is the measure of X and Y in px.
I have a page that is basically a large canvas with a lot of small icons connected with lines, and the user needs to be able to pan/zoom around. I've got everything working, but its very choppy. It seems that the repaining is the problem (if I remove the icons it becomes very smooth), but if I run Chrome's profiler, none of my functions are taking up any significant time at all.
Are there any better approaches to panning, without having to repaint everything? For instance in WinAPI, there was a function that scrolled the window content and only invalidated the thin region that just scrolled into view. Is there any way to do something similar in Javascript/canvas, since all I really need is to move the entire window?
I have tried making a giant canvas with everything pre-painted on it, that is then moved around with scrollLeft/scrollTop, but that takes way too much memory (what else should I expect from a 4000x4000 image) and makes zoom very slow instead.
Here's the page if anyone is interested, the code is pretty readable I hope:
http://poe.rivsoft.net/
You will have to just put up with some slower parts. Consider creating dirty regions. These are areas that need to be redrawn when panning. Keep a back buffer the same size as the canvas. When panning copy from the back buffer to its self the area that remains visible and mark the newly visible area as dirty. Then every frame rerender only the dirty areas onto the back buffer. For zooming you can zoom the back buffer and re render when the user pauses or incrementally, this will create a pixelated view (like google maps) when zooming in or aliasing and dirty areas on the sides when zooming out, until you update it.
You can also limit the amount of dirty area redrawn each frame so maintaining a constant frame rate. It will not look as nice but it will improve the panning and zooming. On my machine it runs well (nice job BTW) so you may want to consider implementing optimisations only on machines that can not handle the load.
Also looking at the function DrawNode there is lots of room for optimisation as you have a lot of redundant code (especially once all assets have loaded)
This is just a suggestion as I do not know if nodes are unique or if the x, y coords change, but that can be accommodated as well. You have a lot of searching and checks that should be avoided. The use of strings instead of numbers or booleans to check for status and type is also slow.
function DrawNode(ctx, node, x, y, active) {
// Has this node got quick render information
if (node.qNode) {
// if so render the quick version
var qn = node.qNode; // creating the var qn and then qn.? is quicker than access node.qNode.?
ctx.drawImage(qn.image, qn.coords.x, qn.coords.y, qn.coords.w, qn.coords.h, qn.x, qn.y, qn.size, qn.size);
return;
}
var type = NodeTypes[node.type];
var frameType = "frame" + (active ? "Active" : "Inactive"); // active should be a boolean
if (type && type.size && node.type !== "jewel") { // should be !node.isJewel with isJewwl a boolean
var spriteType = node.type;
if (node.type !== "mastery") // Should be boolean
spriteType += (active ? "Active" : "Inactive");
var sprites = SkillTree.skillSprites[spriteType][3];
var image = GetImage("Assets/" + sprites.filename);
var coords = sprites.coords[node.icon];
if (image && image.loaded && coords) {
ctx.drawImage(image, coords.x, coords.y, coords.w, coords.h,
x - type.size * 0.5, y - type.size * 0.5, type.size, type.size);
// add the information to quickly render the node next time.
// You may want to add sub objects for Mastery Active,inactive
node.qNode = {
image : image,
coords : coords,
x : x - type.size * 0.5,
y : y - type - sise * 0.5,
size : type.size
}
} else if (!image || !image.loaded) {
return false;
}
}
// same deal for the other type.
}
When optimising you start at the slowest point and make that code as efficient as possible, then work your way out. It is well written code but it has no eye for speed so I would say there is lots more room for improvement in the code.
I've created this rather simple javascript; balls or 'molecules' moving around the screen. I was hoping to add to the functionality that when one ball comes into contact with another, they swap velocities. We don't need to worry about any angles, just when they come into contact with each other, the velocities swap. (Instead of changing the velocities though, in the code linked I've just coded a colour change)
I've been trying to call the function 'someplace' to recognise when the molecules touch, but I've had no luck with that. I don't really understand why.
Link to code:
http://jsbin.com/arokuz/5/
There seems to be three main problems:
The molecules seem to be randomly changing, rather than when two molecules touch.
When one sets the array to have say, 3 molecules, only two appear, the first is actually there, but unresponsive to .fillstyle changes, so invisible against the canvas
With the function method I would only be able to recognise when molecules in series (1 and 2 or 4 and 5) in the array touch...how could I check all the molecules?
You are only comparing a molecule with 2 other ones, which in fact might be anywhere.
Collision detection is a topic quite hard to solve, but if you want to have your idea
working quickly you might go for a n^2 algorithm with 2 nested for loops.
the code is quite expected :
// collision
for(var t = 0; t < molecules.length-1; t++)
for(var tt = t+1; tt < molecules.length; tt++) {
var p1 = molecules[t];
var p2 = molecules[tt];
if (sq(p1.x-p2.x) +sq(p1.y-p2.y) < sq(p1.radius+p2.radius) )
{
p1.collided = 8; // will diplay for next 8 frames
p2.collided = 8; // .
}
}
the fiddle is here :
http://jsbin.com/arokuz/10
The reason only two appear when three are made isn't because the first one doesn't render it is rather the last one doesn't, this is because of how you draw them by comparing its distance with the next one in the list - as it is the last there is no next and thus throws a null error and continues (check the console).
The reason why they seem to "randomly" detect collisions or not is because they are not checking against all other molecules - only the next in the list, unfortunately the only simply way to do it would be to go through all other balls for every ball and checking.
To get the molecules to detect distance you could use the pythagorean theorem, I typically use it such as:
var distx = Math.abs(molecule1.x - molecule2.x);
var disty = Math.abs(molecule1.x - molecule2.y);
var mindist = molecule1.radius + molecule2.radius;
return Math.sqrt(distx*distx+disty*disty) < mindist;