the browser may choose to RuneScape Gold

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rsgolecuicui

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resources.on('fullyLoaded', function() { game.start(); use the resources modelOne.get(); modelTwo.get();});This still causes some issues ? the browser
may choose to RuneScape Gold not cache some objects, may decide that some things aren't
available offline, and weirdly give us some issues with sounds.For example: One
issue I discovered with sounds in my last Ludum Dare attempt was that you have
to create a new Audio object every-time you play a sound ? and the browser
re-requests the
 
from the URL you give it each time that happens!Another problem with this approach is again it doesn't scale too well ? if you've got 500 textures, 500
HTTP requests is not really appropriate at with the current technology stack
(Until SPDY or something similar is supported universally at least).That brings
us to where I am at the Buy RS Gold moment with my hack-n-slash multiplayer canvas
RPG?Bundle everything up into a single file!How things come full circle ?
desktop game developers have
 
inventing and consuming package formats since time began, and now web-game developers can get in on that action too.So hence writing a command line utility
in NodeJS to scan a directory and package various files into a JSON file..json
-> keep it as JSON.png -> Base64 encode it.wav -> Base64 encode
it.shader -> add it as a stringThis works well, as on the client loading
these assets means writing a small amount of code like so:var image = new
Image();image.src
 
"data:imagepng;base64," + imageResource.get();In actuality, what we end up doing is loading an entire asset package, say 'assets.json' and writing the
following code before loading the game.$.getJSON('assets.json',
function loader at http://www.rsgole.com/
Posted 18 Feb 2017

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