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  • RudenkoArts

    Hello, i have question about audio2 thread. I saw audio1 implementation with channels and mutex.
    So i want to have effects, and been able to change effect parameters from main thread(game loop) but i know that it can be crash in native targets. Do i need to use mutex for that, or maybe there is another technique to achieve this? I have solution like this and this, but i feel that is not right.
    Also with smooth effect parameters transition i have a problems, there is clicks, i mean like smooth volume fadeout if i do it from game thread, but this is another question.

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  • RudenkoArts

    So is there chance to get this fixed?
    Kha is awesome, love make tools and games with it!
    There is screens from huawei
    On xiaomi phones its 60fps stable
    One buffer
    one.jpg
    and multiple
    mult.jpg

    posted in Kode read more
  • RudenkoArts

    I tested huawei p30, xiaomi redmi note 5, and pocophone f1.
    Only my huawei have weird frame drops, and gain from different vertex buffer sizes.
    Windows dx11 and web is perfect.
    Sorry about it. Its just my phone.
    There is the code if needed

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  • RudenkoArts

    I think it will be better to have isolated test. I will make it to test this.

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  • RudenkoArts

    There is with big buffer rendering https://github.com/clay2d/clay/blob/2d4ed257860d466952397ed7257dda05632f9970/clay/render/RenderContext.hx#L360
    And with different buffers
    https://github.com/clay2d/clay/blob/master/clay/render/RenderContext.hx#L359

    I have tested in huawei p30, and windows dx11.
    I didn't have exact numbers, i will test it again without this bloated framework stuff.

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  • RudenkoArts

    A have question about Vertexbuffer lock and unlock. A have testing one big buffer with .unlock(count) and several buffers with different sizes.
    With big buffer i upload all vertex data and if there is changed pipeline or texture i upload data with unlock(count) and drawIndexed with number of indices. And have bad performance if there is many draw calls on native target, especially on android.
    But when i have buffers with different sizes like 512, 1024... and choose them based on vertices count for this draw call, i have much better performance. But i have to do another step of uploading vertices in big array to count witch buffer size i need to choose.
    My question is, i'm doing something wrong with one buffer approach? Cause in sources i see that native target use bufferSubData to upload vertex data. Or maybe i misunderstand how to implement batch render propertly.

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  • RudenkoArts

    In web target i can change pipeline blendings and then set pipeline, and it works. But in native it works only on pipeline creation. So i cant use same shader with different blendings.
    I was trying to fix it in kha but no luck.
    I'm using g4.

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  • RudenkoArts

    Texture sample project crashes on huawei-p30, but on xiaomi redmi note 5 is ok.
    Its happens randomly(not often) when i just tap several times by multiple fingers.
    Log: https://gist.github.com/RudenkoArts/bf03697b32ac86da99adccca4ee7e825

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  • RudenkoArts

    Is there way to set custom cursor image on native targets?

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  • RudenkoArts

    @robert android, build from android studio, im not experienced in android dev, but after update gradle, and changing styles (windowActionBar, windowNoTitle, windowFullscreen) still nothing.

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