Phaser World Issue 25
It has been fantastic working on Phaser again. I have to admit that while building out Lazer is fun, going back into the Phaser source is like putting on a comfy slipper. Last week I promised that I would dedicate time to preparing Phaser 2.4.7. Thanks for those of you who buy the plugins and books we sell, as well as our fantastic patrons, that is exactly what I've been able to do. And what a productive week it has been!
I've spent hours pouring through the GitHub issues and swatting bugs left, right and center. It's at the point where the issues list is down to just 20 items (5 of which are feature requests or Pixi bugs). This is a very nice place to be for sure.
There's a lot of stuff in 2.4.7, some of which is pretty exciting. You can view the change log for an idea of what to expect. So far we've 17 brand new features, 20 updates and 23 bug fixes.
But one of the biggest changes is with Arcade Physics. I sat down and optimized the collision process, reducing the number of intersect calls by a third for every single Game Object checked. I also reduced the calls made to seperateX and seperateY by the same factor, and internally optimized them significantly.
Over the past few days I've also been adding circular body shapes to Arcade Physics. Traditionally it has always been about rectangles, but sometimes you need circles, and ramping up to use p2 or box2d may have been a jump too far, especially on mobile. So I've bought circles into Arcade Physics. It's still in testing, but early results are very promising.
Right now I'm aiming to release 2.4.7 next week, after which I'll keep a close eye on the GitHub issues so they don't rack-up again. I will then move back to Lazer development, and finishing authoring Interphase 2.
It has been fantastic working on Phaser again. I have to admit that while building out Lazer is fun, going back into the Phaser source is like putting on a comfy slipper. Last week I promised that I would dedicate time to preparing Phaser 2.4.7. Thanks for those of you who buy the plugins and books we sell, as well as our fantastic patrons, that is exactly what I've been able to do. And what a productive week it has been!
I've spent hours pouring through the GitHub issues and swatting bugs left, right and center. It's at the point where the issues list is down to just 20 items (5 of which are feature requests or Pixi bugs). This is a very nice place to be for sure.
There's a lot of stuff in 2.4.7, some of which is pretty exciting. You can view the change log for an idea of what to expect. So far we've 17 brand new features, 20 updates and 23 bug fixes.
But one of the biggest changes is with Arcade Physics. I sat down and optimized the collision process, reducing the number of intersect calls by a third for every single Game Object checked. I also reduced the calls made to seperateX and seperateY by the same factor, and internally optimized them significantly.
Over the past few days I've also been adding circular body shapes to Arcade Physics. Traditionally it has always been about rectangles, but sometimes you need circles, and ramping up to use p2 or box2d may have been a jump too far, especially on mobile. So I've bought circles into Arcade Physics. It's still in testing, but early results are very promising.
Right now I'm aiming to release 2.4.7 next week, after which I'll keep a close eye on the GitHub issues so they don't rack-up again. I will then move back to Lazer development, and finishing authoring Interphase 2.