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Better Memory management with PixiJS or How to manage cpu and cpu memory in PixiJS.

PixiJS is my favorite framework when i am looking for a web games specially for mobile or desktop  PixiJS is fast blazing fast and you can get a decent FPS even on older device.   so here is my optimization techniques for PixiJs 1. manage your sprites in a better way use spritesheet to reduce the draw calls create big sprite sheet which contain multiple sprites can be draw in gpu with a single draw call. use TexturePacker  https://www.codeandweb.com/texturepacker  best tool when its comes to spritesheet 2. for floating point calculation round off calculation for example let  speed = 0.75 ; let  position = 100 ; console . log ( Math . round ( speed * position )) 3. don't create very big canvas when u need a big canvas size game just try to create a small canvas and translate it. 4. its very important one managing TextureCache in memory you can get all TextureCache list by using  Object.entries(PIXI.utils.TextureCache); so even you use ap...

all about multithreading in c++ and how to use it in a better way (c++11 and c++17)

THREADING IN C++ before going to threading we need to check out some concepts of thread synchronization in modern computers. thread deadlock race condition spin lock context switching parallelism  concurrency semaphore mutex Scheduling Cancellation Synchronization These day we have multi core processor thats mean we can run multiple operation at same time using multi core functionality. so fully support multithreading where you can distribute your complex task to among different threads and after finishing each task they can join main thread. In most of cases graphics manipulation handle by main thread so different child thread can accomplish the operation given to them and than get back to main thread.   so in c++ we required  #include <thread> header file to access threading in c++ so let start with a  very simple program this function takes two parameter and return back sum of both the  parameter int   addNumber ( int x, int y) { ...