html5 build drawing... issue

Hello!

I've developed a simple prototype of my new game. Everything is fine while running the desktop version, but when running the html5 version, well, something weird is happening.

This is a screenshot of the desktop version running:
https://ibb.co/dKBcqU

There is a vertical centered wall, which only moves on Y axis and a ball following the red trajectory we can change by clicking on the screen. The background (black dots) is static and the blue side rectangles (marking the start and end of the trajectory) are too.

These screenshots are from the html5 version running...:
https://ibb.co/gRyHs9
https://ibb.co/hUFaep

The wall, part of the black background points and a middle of the red trajectory are somehow rotated, and they keep rotating somehow in a whole pack, pivoting somewhere on the bottom right side while I do nothing or every time I click on the screen.

I'd say it is some kind of drawing issue because there is no connection ever between the background, the trajectory, and the wall. And of course, those "objects" are never rotated or divided on the "original" game.

You can "play" the html5 version here: http://marcmde.github.io/WallazingsPrototype/
Click on the screen to start the game, and try to click on the top of the screen to magicaly see the wall apparearing somehow...

Sigh.... I can upload the desktop version in order to provide you a link and checking the normal behaviour if necessary.

I just would like to know if something like that has happened to anyone.

That's all, thanks.

Comments

  • Hey Marc! Are you using latest version from GitHub? Please, try it!
  • Gonna try it tonight, hope it helps
  • Aaaaaaaaaaaaaah damn it, it's working now with the latest version. Should always be using it.

    Holy moly is raylib unstoppable? ;)
  • By the way, your issue was related to draw buffer size limit, 1024 quads on web vs 8192 quads on desktop. You should try to optimize drawing, for example, only drawing elements that appear on the screen and, if possible, replacing circles by a texture (DrawCircle() are 18 quads vs 1 quad on texture drawing).
  • Oh I see, the circles may be the problem then, because the walls are just a pool spawning. Damn circular background. 50 circles * 2 * 18 > 1024 quads. Just the backround was crashing it. nvm it's just a prototype ^^
  • Actually, 1024 quads limit is quite low, I will increase it 2048!
Sign In or Register to comment.