New WebGL Tilemap Renderer

Published on 19th July 2016

The performance of the Phaser tilemap system under WebGL has always been something of a sore point for me personally. Internally it was generating new textures, via canvas tile drawing operations, and making no use of WebGL at all. As a result, the GPU was hammered enough to make even top-flight GeForce cards weep a little.

I'm pleased to announce that thanks to your backing I've been able to fund a complete replacement renderer. There's a brand new tilemap shader and batching system, finally bringing silky smooth 60fps rendering of maps to the browser. And it's now ready and available for testing.

There are more details and pre-built files available in this forum post. Please give it a whirl, and leave your feedback in this forum post. I'm especially keen to know what happens on low-spec GPUs and mobiles capable of running WebGL.

I just wanted to also add that this used two months worth of funding. I feel it's money well spent, as it was such a common complaint. We're also implementing batched multi-texture support, something I hope will be ready within the week. These two things alone will make a tremendous difference to Phaser's performance, and it's literally your assistance that made them possible, so thank you :)

The performance of the Phaser tilemap system under WebGL has always been something of a sore point for me personally. Internally it was generating new textures, via canvas tile drawing operations, and making no use of WebGL at all. As a result, the GPU was hammered enough to make even top-flight GeForce cards weep a little.

I'm pleased to announce that thanks to your backing I've been able to fund a complete replacement renderer. There's a brand new tilemap shader and batching system, finally bringing silky smooth 60fps rendering of maps to the browser. And it's now ready and available for testing.

There are more details and pre-built files available in this forum post. Please give it a whirl, and leave your feedback in this forum post. I'm especially keen to know what happens on low-spec GPUs and mobiles capable of running WebGL.

I just wanted to also add that this used two months worth of funding. I feel it's money well spent, as it was such a common complaint. We're also implementing batched multi-texture support, something I hope will be ready within the week. These two things alone will make a tremendous difference to Phaser's performance, and it's literally your assistance that made them possible, so thank you :)