These are chat archives for pixijs/pixi.js

13th
Dec 2018
Zech Walden
@zwalden
Dec 13 2018 02:39
Hey guys! I've been working with isometric rendering; and I've been digging around the github issues/googling -- but I feel I'm still at a bit of a loss on how the best method to render large amounts of tiles to the screen would be ?
I'm culling off screen tiles, only updating when the screen camera state has changed (walking/mouse panning); I use a texture atlas, I cache the "generateCanvasTexture" to an array key so it's only ran once per texture (maybe this isn't even needed?), but I'm still not getting the performance I want/need. When I'm rendering 2000+ tiles, it really starts to take a performance hit.
I seen a thread referencing checking out the ParticleContainer, and if complex, using https://github.com/pixijs/pixi-display/tree/layers -- but I thought i'd reach out and see what other people thought ?
Ah; also, I'm going to be rendering chunks out of the individual diamonds too; but I thought I must optimize before that, as, while that will provide performance enhancement, a lot of my tiles will be animated (e.g, moving grass is an example)
Zech Walden
@zwalden
Dec 13 2018 02:44
So I haven't done chunk rendering yet, which may be the thing required to really getting it to work; but I did notice, while it doesn't work properly, the majority of my consumption comes from removeChild (from subsequent "addChild" in the tile array loop.). I was able to get super performance by only adding the sprite once, and just updating the position; but this introduced a lot of artifacts/drawing issues; and I thought i'd, once again, reach out and see what other people have tried!
Zech Walden
@zwalden
Dec 13 2018 03:22
So unless i'm doing something wrong; I gave particlecontainer a try, and surprisingly, it didn't seem to have any performance benefit. Hm