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Topics - pan_henryk

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1
Support / Large sprite batcher optimizations?
« on: March 26, 2015, 11:57:40 am »
Hi,

I am using sprite batcher in our project with great results. Now I am wondering about some optimizations for large sprite batchers.
Would it be reasonable (for drawing speed optimization on older devices) to divide large batchers into two or more smaller ones based on:

- distance of new item to existing batcher
- current batcher height or width
- batcher item count

Thanks,

Jakub

2
Support / Best way of caching sprite collection
« on: August 11, 2014, 10:58:56 am »
Hi,

I am wondering what is the best way of caching (preserving between scene reloads) for sprite collections.
What shall we mark with DontDestroyOnLoad - tk2dSpriteCollectionData or directly atlas textures? (we have 3 platform versions of each atlas)

thanks,

3
Support / Unity3d static batching & tk2dSpriteAnimator?
« on: July 22, 2014, 01:48:09 pm »
I am wondering if GameObjects using sprite animator could also be statically batched?
Manual only mentions that their transform cannot be changed.

4
Support / Mesh.Optimize tk2dStaticSpriteBatcher's MeshCollider?
« on: June 10, 2014, 11:48:18 am »
I am experimenting with tk2dStaticSpriteBatcher for objects with colliders. I wonder if it makes sense to call Mesh.Optimize for MeshCollider generated by batcher from series of Box Colliders?


5
Hi,

Some time ago I used static sprite batcher to optimize creation and drawing of multiple static sprites which previously had separate game objects.
Now I am looking to do it with another group of sprites, but my problem is z-order, which rules out static sprite batcher:

- we are using z-order not layers to determine drawing order
- static sprite objects drawing order can be mixed with dynamic ones (which need separate game objects).

Any tips how this could be done with 2dtoolkit? My goal is to get rid of myriad of game objects, reducing draw calls is not important here.
Each of my sprites would have scale rotation and position and possibly a collider.
Maybe sprite batcher could be hacked to do it? (separate renderers?)

Thanks in advance,

6
Support / Editor bugs migrating from 2.3 to 2.4 ?
« on: April 04, 2014, 03:36:33 pm »
Hi,

We are trying to migrate from 2.3 to 2.4 version, but have encountered some bugs:

1. When initially use app menu, threre is serious lag (several seconds on intel i7 with ssd), probably related to resource loading - we are using pngs as source format on PC

2. We found a case, where adding new object to the scene causes shader to disappear from another object:
http://www.incuvo.com/terrain_01.jpg - terrain on the scene
http://www.incuvo.com/terrain_01_shader.jpg - shader is present

After adding character (eyes are tk2dsprite) using in-game UI, not from Unity editor

http://www.incuvo.com/terrain_missing.jpg - terrain becomes invisible, because...
http://www.incuvo.com/terrain_missing_shader.jpg - shader disappeared


None of this is present in 2.3 version.
Both situations happen only in editor, not on device (iOS).




7
Support / A few questions on static sprite batcher
« on: March 06, 2014, 10:02:46 am »
Hi,

I have just discovered feature called static sprite batcher and am trying to test it in our project (from code, not editor)
http://www.unikronsoftware.com/2dtoolkit/doc/2.00/advanced/scripting_static_sprite_batcher.html

I have a few questions on this
1.   How to load tk2dSpriteCollectionData using Resources.Load?
My tk2dSpriteCollectionData sits in Textures directory, when moved to Resources, editor reports warning.

2.   Is sprite batching help me as compared to Unity3d static batching? In other words - is it the same or something completely different?
3.   Can I dynamically allocate size of the batcher (with list), or it has to be an array?
I want to build it on the fly, using data from xml file

Thank you in advance,

Jakub

8
Showcase / Introducing Createrria
« on: March 06, 2014, 09:15:37 am »
Hi all,

My name is Jakub, I am Incuvo co-founder. We are working (using 2d toolkit, of course!) on Createrria, which turns making games into a game itself:
http://www.youtube.com/watch?v=XbeEuY1rL7M

Createrria had its initial release in December, getting ovrt 600k downloads in first month.
First big update will be released soon:
http://www.youtube.com/watch?v=U1WamP--qSc

With 2d toolkit we managed to support wide range of iOS devices, with different art resolutions and good performance.
I am just starting with this forum, expect lots of weird questions soon ;)

Cheers,

Jakub

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