Loading hitch when loading large assets at runtime?

imho there must be a reason why is BJS not using texStorage2D. There are traces of using texStorage3D though

Pew pew! :sunglasses: May I ask you what was that got shrekt comment about? :joy:

got shrekt, got rekt, got wrecked, got pwnd, got owned. u know, gamer lingo

i used to game a lot, i was one of the best in the world at age of empires, very high in wow arenas, diamond in starcraft , diamond in league of legends, 50 in halo on xbox back in the day, etc

Yep, but why did you ping Carol in that post?

I used to play AOE too. Cool one! Congrats dude :sunglasses::+1:

meh. lol

Finally got it lol

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ah man, the server doesnt work any more. was gonna go on a rampage

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or maybe a Bad Luck Brian meme could do the job

i googled bad luck brian and got this guy
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Yep, that’s him. I have a ducking annyoing fly in my room and I can’t kill that bastard! :smiley: Once I read a book about a peaceful alien ship. It got to the Earth and was trying avoid all the hostile humans. The ship was so small that everybody thought it’s a fly.

I am going to sleep! Thx for the chit-chat and for the pro stuff as well. GN!

later gator

I think this is the holy grail of web game dev and something that would be an awesome feature if the engine could help with it (feature request!!). Mipmaps and LOD are fine and great, but they are treated in the traditional sense that all layers of the pyramid are local and just standing by. Which means you need to sit on loading screens forever fetching these things at scene creation and leaving users staring at spinners. What really needs to happen is some sort of lazy load via a worker or something where the higher definition layers of the pyramids are ingested and layered in in a way that does not cause too much hitch.

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