Fordham: You have vectors and stuff.
Fordham: And its fast enough for me.
Sesser: I have a contract coming up for something a bit more involved than just a Game Boy, but it’s a great system to figure out the basic architecture I’ll use
Prosienski: Jkoudys, don’t ask me, tcsc is the expert on this
Ornelaz: Lol, i’ve only used pixi a bit, and dont know many resources for it. i usually write my own code for 2d stuff since it’s usually hobby stuff, 3d is what i do at work
Stockbridge: Tcsc, anything on github doing tile rendering?
Beales: Are you a 3d graphics programmer? cool
Fordham: Tcsc: what are you busy with generally?
Navaretta: MDN doesn’t do an awesome job with webgl yet, unfortunately
Ornelaz: Jkoudys: what do you mean, like a tile map?
Fordham: Do you code more or design more tcsc?
Ornelaz: Or do you mean like https://en.wikipedia.org/wiki/Tiled_rendering
Ornelaz: Fordham: exclusively code.
Thrush: Tcsc, basic tilemap. Think like an old nintendo
Ornelaz: Not really good ones though, but i’ve been looking for other work so hopefully that will change soon
Ornelaz: Jkoudys: okay that’s actually very easy
Ornelaz: Hm, i’m not sure the best way to do it with pixi is though
Salimi: I’m setup using a 2d context and creating an ImageData for each tile right now, so I’m hoping it’s an easy transition
Kue: Ideally no 3rd-party libs
Ornelaz: Oh dear thats going to be expensive
Crowl: My approach has been a huge improvement on the reference app though, which does direct pixel-by-pixel scanlines in order to simulate the original hardware
Simard: What do you mean by bad games? I’m pretty into indies, i get drawn by th art style, but I prefer 2d, since doing 3d right is very difficult
Ornelaz: You basically want to find the min bound for the camera, and the max bound for the camera, and just loop over every tile that’s in that region
Milroy: Why are you saying “camera”?
Ornelaz: Bfig: educational games, actually. but lately our quality has taken a big hit tbh.
Mugford: Very difficult in the sense that it is expensive as hell to build a well populated world of ***ets
Ornelaz: It’s just the term you use
Queeley: Jkoudys: the current view of your game world
Trobridge: Tcsc: what kind of games do you like?
Ornelaz: Jkoudys: is your tile map data static?
Ornelaz: If it is and not so huge, then you could just draw it once onto an offscreen canvas
Ornelaz: And draw that where you need to
Craze: Tcsc, pretty small – just 0x200
Delgatto: Not static, though it’s not updated super-often though it can be
Ornelaz: So, basically you’d make a canvas, and draw the whole map onto that
Marascalco: So 14480 pixels total
Bieker: Tcsc, ooh that’ll be handy – I can just throw the whole tilemap up easily then if you’re in debug mode
Ornelaz: Lets call it tileCanvas. and then when you need to render, you do screenContext.drawImagetileCanvas, -Math.roundminCameraXBound, -Math.roundminCameraYBound
Ornelaz: Or something along those lines
Ornelaz: Yeah 512×512 isnt a big deal. i’d avoid anything bigger than 2048×2048 probably
Ornelaz: Well, actually if its 8×8 tiles
Seder: Tcsc, how is this webgl though? It doesn’t sound much different than what I’m doing now
Ornelaz: Do you want the webgl solution?
Ornelaz: Thats closer to what i said before
Vories: Okay.needs more basic setup i guess
Ornelaz: You loop over the visible tiles
Ornelaz: Write them into a vertex buffer
Ornelaz: Do bufferSubData to update that buffer