The built in methods for game objects is such a time saver!
@GoKotlinJava
18 күн бұрын
thank you so much for such a clear and simple tutorial. I was very lost until I found your video
@swestover
18 күн бұрын
Glad it helped!
@MisterFaucker
6 ай бұрын
Great intro. Thank you
@swestover
6 ай бұрын
Thanks!
@andreabeabrahamsen9069
6 ай бұрын
Great overview :)
@swestover
6 ай бұрын
Thanks!
@DavidSchmidt07
6 ай бұрын
What are some of the performance implications of using shaders if any?
@swestover
5 ай бұрын
This will vary depending on a number of factors, 2 of the main ones though will be the end users computer and how large your canvas is, since this will result in more pixels that need to be processed in parallel. Also, the heavier your shader program is, the longer it will take to compile. Since the shader compilation is synchronous, if you are compiling a lot of shaders, it can block your site while the code being compiled. Another thing to keep in mind is that some of the operations when working with webgl shaders is that some of the methods are synchronous that can block the thread, example: developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#avoid_blocking_api_calls_in_production.
@DavidSchmidt07
5 ай бұрын
@@swestover Thanks good to know!
@gamedevshrimp7489
4 ай бұрын
Hello sir! thanks for the tutorial but I can't use your example project because an error 'Failed to load module script: Expected a JavaScript module script but the server responded with a MIME type of "video/mp2t". Strict MIME type checking is enforced for module scripts per HTML spec.' I'm not a skilled developer so I can't resolve it by myself, can you help to fix it?
@swestover
4 ай бұрын
Can you please share more details on how you are trying to run the project locally? For that error, it sounds like the project is trying run the TypeScript files directly, but would need more details to confirm.
@kingkang3763
6 ай бұрын
What is the difference between shader and pipeline? Which one should be used?
@swestover
6 ай бұрын
At a high level, pipelines are something that are specific to Phaser while a shader is is the specific code, or program, that makes up the fragment or vertex shader that you can create. A good way to think of it is that shaders are basically the instructions you send to the GPU to tell the GPU how to render out a single pixel. In WebGL, to actually use the shaders to do something, you will need at least 2 shaders: a fragment shader and a vertex shader. In the video, we are only creating fragment shaders. So in Phaser, Pipelines are how game objects are rendered and each pipeline abstracts away the two shaders that are used for WebGL. In order to create a Pipeline, you need at least 1 of each shader type, and by extending one of the core pipelines, like the PostFXPipeline class, we don't have to write the code for the vertex shader, Phaser will automatically use the vertex shader associated with that class. For getting started with Shaders in Phaser, I would recommend using the built in Pipelines until you get more familiar with the Shader code.
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