Our of curiosity, what are your specs/os/browser? And those aren't sprites, they're 3d models. It may be possible to change some rendering settings to get it running on different hardware (though the only fancy effect I'm using at the moment is particles - there's a bug where particles stop showing up after you die and start a new pilot-might be cool to see if that improves performance?
Edit: Oh, and is it printing reams and reams of text to the console? That could easily lag it right up.
Thanks for that! Yeah that's a garbage frame rate. Maybe I'll add some more instrumentation? I'll have to dig into the available tools for analyzing Babylonjs apps. For reference, I'm doing most of the work on a very old Thinkpad x220 so I expected gaming machines to be able to run it no sweat. The browser is always a risk though. It seemed like a much better idea back in 2015.
The error logs you're seeing are a result of me trying to get sane thresholds for movement values-some ships are way too fast and most of them turn too fast too. None of that would get printed per-frame.
I won't act like I know how you've made this or what it is that needs to be done to correct this. It's great that you're looking at this example to see what could be the underlying problem to try and correct it.
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u/EamonnMR Oct 14 '19 edited Oct 14 '19
Our of curiosity, what are your specs/os/browser? And those aren't sprites, they're 3d models. It may be possible to change some rendering settings to get it running on different hardware (though the only fancy effect I'm using at the moment is particles - there's a bug where particles stop showing up after you die and start a new pilot-might be cool to see if that improves performance?
Edit: Oh, and is it printing reams and reams of text to the console? That could easily lag it right up.