Multiple Canvases Are...Not Faster?
For the longest time I was under the impression that multiple HTML5 canvases would translate to faster performance.
For the longest time I was under the impression that multiple HTML5 canvases would translate to faster performance.
Decided to start experimenting with Python. I see plenty of jobs available using the language and I am interested so why not.
As usual when learning a new language I start by following the documentation learning how to print, concatenate,...do a little math. Then I see how I might port some of the basic things I might normally do.
View the source code here: https://github.com/061375/Wes.Mantooth/tree/master/wip/rpg
See The demo here: http://wesmantooth.jeremyheminger.com/wip/rpg/simple.php
Use your computers arrow keys to control the player.
For fun on occasion I will build a simple animation for the 404 "document not found" page of a website I am building. Over the last few years working for Geographics I built a few. There is an office cat named Zip who is often my muse and is the subject of all of these animations. Unfortunately I do these on my spare time and I tended to quit before they were finished.
This is a fun little experiment that proves that strange attractors really exist. The result can be easily reproduced in the real world with a ruler, a pencil and a piece of paper. It's not just some philosophical idea or some far out complicated mathematics.
Recently I started following tutorials on YouTube provided by Google on using and understanding deep-learning. This is a subject I have had some interest in recently. These tutorials not only gave me a foot-hold on how to use deep-learning, but have also given me an opportunity to start using Python as a language.
The whole idea behind this project has never been to create games. It was really an exercise to optimize my Javascript abilities. Generally at work if I write Javascript it's using jQuery and due to time constraints it can often be quite ugly and not very efficient.
So I built a list of tools I felt would be necessary for a game engine and currently they aren't exactly efficient or easy to use.
For example the multi-canvas example currently can run about 60 objects on screen before it starts to slow down. .. That's terrible.
On my "down-time" as a hobby I write code. I know, that's a hell of a thing, but you have to remember that I started getting paid to do my hobby. But, my hobby is still my hobby. Part of the problem I have always had with my hobby versus my professional work is that I start a project...Then I will get bored with it and move on to something else OR I will get interested in some caveat of the current project which will derail me from the current project.
Google Chrome 54 introduced the ability to take a full screenshot of a webpage in April 2017. This by itself is pretty cool. But, I happened to be working on some game code and wanted to build a simple sprite sheet. I found a program, but it appears that sprite sheets are normally built to fit the content on to the sheet as best as possible. That makes sense, but I wanted something where the location of the images was organized into columns. This way I could easily calculate the frames for animation. So I wrote my own little program to automate the process.
This is a simple demonstration of sprite blitting using HTML5 canvas and Javascript.
