Hi Gio! Sorry for my bad english!
at first i want to point on some errors in editor -
a) in object propertyes disappear option for rename Object - user can rename object only in the json editor
b) in some cases divs with layer properties not initializing jquery ui ( id = layer_property_...), jquery ui work only on most bottom div.
c) console in editor less representative than browser console at example in most case i see Script error. (,0:0) , but in browser console i can see at example that reason is not defined variable. But - it in fact impossible find where it variable - if we have a lot number of objects. I think - this is be cool feature if we can see in object list object with error (if function in this is error)
d) please add some self-dumb-defence in editor. sometimes user can write infinity function loop or some like monster-code-construction. At now - there is no defence for this situations and browser easy can use all pc resourses. Can you add some prelaunch wrapper for find this loop, exceptions and other
Second - is question.
I plane create a shooter-platformer with destroyable world and big-boom effects with thousands particles, and i look how it make in my favorite wade.
But huge number of particles is slow PC - that negative fluence on players.
To understand this i create copy of pixi bunnytest (there is many versions - i use from goodboydigital.com) in wade, then compare wade and pixi versions/
i use simple objects -
var b = a.clone();
wade.addSceneObject(b);
with function:
b.onUpdate = function{
//same as pixi logic for pseudo phisics
//then i use this.setPosition() for calculated coordinates
}
in pixi my pc can show 120 000 bunyes without discrease fpc
in wade - 3 200 sprites - is maximum with 60 fps, then fps is descrease
i compare performance in google - wade eat 99% of cpu when 3000 bunnyes on screen
pixy - only 4% when 100000 bunnies
its because pixi have an particles container class that use some webgl methods
Gio, what you think about this?