So to wrap up, in my opinion it is possible to make a big project (not sure about a huge one) in C2 in a way to make it work very well, but it's not an easy task. Definietely not a task for a C2 newbie. It needs experience and deep understanding of how the memory managament works in C2, which conditions are the real triggers and which are fake triggers, what takes the most CPU, how to make workarounds for high CPU intensive parts etc. Without all this knowledge you will probably fail in making a big game in C2 as C2 is simply difficult for such projects.
From the other hand if you pick Unity or any other engine you also need to learn how to use it properly.
Maybe scirra should add such optimization tips to the manual. I always read this sort of stuff when going into a new engine.. Yet in Scirra's case all they have is a blog post that says 'dont worry about code optimization', but according to you we should...
In comparison Unity released last year a few videos on optimization tips, turns out making performant games with the tool is hard.
One interesting thing was how ppl really shouldn't use RegEx and generally any string operation, and if ppl had to do strings, use strbuilder. Because there was a lot of array copy-pasting going on, etc. Unity has it's quirks.
So, in construct's case I wonder where it stands, I mean browsers and the js machines have a lot of optimizations ppl underestimate or don't know about, so all in all it would be cool if there were coding guidelines for construct, based on real world scenarios/experience.
Draw calls is another matter really, and happens on the CPU side. It's probably best to split that topic off to a new thread. We have OpenGL ES 3 equivalent capabilities with WebGL 2 though, so if at any point draw calls prove to be a bottleneck, it's something we can potentially optimise in exactly the same way a native app would adjust their draw calls to be more efficient. Most 3D APIs, WebGL included, are specifically designed to allow as much drawing as possible with the fewest draw calls, to as far as possible eliminate the CPU overhead.
What i understand from this is:
1.Construct is does not have any internal optimization regarding drawcalls.
2.There is so far no interest to do so.
Did I miss read this? I mean shouldn't something like this at least be on the roadmap.
Ashley Btw thanks for all the replies in the thread, it's not every company that has a lead dev replying to regular users.