Crosswalk Intel XDK experiences

  • Hi IntelRobert

    I haven't updated my game's build since 14th November. Would you suggest I build it again, have there been any updates that will lead to smoother gameplay?

    Also, I recently met someone with an S3 Mini and they showed me my game running very badly on their device, at around 1FPS! Is this a known issue within crosswalk?

    Thank you!

  • So, what kind of performance should I expect on a low-med powered device? Specifically, 1.2ghz dual core, android kitkat 4.4.2, 800x480, antutu score of ~13,000?

    Have tried a couple of my own projects, as well as some of the scirra templates (space blaster and ghost shooter). Framerates aren't that great, ghost shooter rain demo get's about 10-12fps, space blaster maybe 20-30fps (just a guess, have to re-export with fps meter). Ghost shooter reports webgl.

  • Hi,

    I'm really happy with XDK up to now, so I guess I'll use it for both Android and iOS exports.

    My game project is now finished, and I tried to import it into my Google Play account. Then the following problem occured : APK files may not be more than 50Mb. My game (exported with XDK) is about 80Mb for one version (there are two : ARM, x86).

    Google is asking me to use APK extension files, but I have no idea if this is possible with a project exported with Intel XDK. Is there a way to do it, or is it a workaround ?

    Or are the projects exported with XDK for Android limited to aound 34Mb (+ Chrome)?

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  • Hi,

    I just found out that in order to avoid the ios build splashscreens problem you need to add the following lines to your

    "intelxdk.config.additions.xml" file inside Intel XDK. Just copy and paste the below lines and name your splashscreens in the same filenames after you create them in Photoshop or other software.

    <icon platform="ios" src="images/ios/180x180.png" width="180" height="180" />

    <splash height="2208" platform="ios" src="images/ios/1242x2208.png" width="1242" />

    <splash height="1242" platform="ios" src="images/ios/2208x1242.png" width="2208" />

    <splash height="750" platform="ios" src="images/ios/1334x750.png" width="1334" />

    <splash height="1334" platform="ios" src="images/ios/750x1334.png" width="750" />

    Just make sure you create a folder named "ios" inside your images folder and name your splasscreens as written above.

    e.g."750x1334.png"

    When you build you won't face the problem of missing splashscreens and be able to upload your ipa file to app store with apploader easily.

    Also I found out that you can build your ios app in a PC not a Mac but you just need Mac to upload your file because apploader is only a software for MAC. I saw some articles saying there are some companies uploading your app to appstore but for that you need to give your user name and all other info.

  • Hi thanks so much for the nice tip. I was wondering what to do with all those build issues. Jason

  • So, what kind of performance should I expect on a low-med powered device? Specifically, 1.2ghz dual core, android kitkat 4.4.2, 800x480, antutu score of ~13,000?

    Have tried a couple of my own projects, as well as some of the scirra templates (space blaster and ghost shooter). Framerates aren't that great, ghost shooter rain demo get's about 10-12fps, space blaster maybe 20-30fps (just a guess, have to re-export with fps meter). Ghost shooter reports webgl.

  • jay333 Haha yes I was having hard time also for a long time and given up on ios to tell the truth. 2 days ago somehow I managed to build a game. When you look at Intel's site they have the info there:

    software.intel.com/en-us/html5 ... -intel-xdk

    but they didn'T have tha last 2 lines so I created them and it worked. Btw sometimes the game builds even without the added splashscreens but the apploader will give errors during the upload process and the upload will fail.

    Happy that I could be helpful <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

  • > So, what kind of performance should I expect on a low-med powered device? Specifically, 1.2ghz dual core, android kitkat 4.4.2, 800x480, antutu score of ~13,000?

    >

    > Have tried a couple of my own projects, as well as some of the scirra templates (space blaster and ghost shooter). Framerates aren't that great, ghost shooter rain demo get's about 10-12fps, space blaster maybe 20-30fps (just a guess, have to re-export with fps meter). Ghost shooter reports webgl.

    >

    That's about spot on. Ghost Shooter Rain demo is actually very heavy due number of sprites involve & shaders. If you want to make something like that, definitely aim at much beefier devices. Typically 800 x 480 res devices are junk and will not run complex C2 games well.

    Also on Android its not useful to quote dual-core, quad-core etc because the performance difference between the types of CPUs/GPU differ vastly. For example, you can get very cheap devices with quad core but its nowhere near the performance of a Samsung S4 or similar devices. So for Android, I prefer to aim at certain popular models and use that as the cut-off/minimum required target.

    For me, the Samsung S3 is the minimum target.

  • For this past week or so, I've been still seeking a solution for this "iOS Landscape Orientation" Symptom: Though I specify landscape on Intel Xdk Cordova [via 1) 'build settings: orientation' and 2) 'launch icons and splash screens: orientation], I still get portrait on my iOS device (an iPOD on iOS 6.1.6).

    In the past I've been told to:

      A) search "forumsDOThtml5dev-softwareDOTintelDOTcom" for "Force Portrait even with Side Switch on Landscape" and B) Google search "Intel XDK Orientation Sample".

    Unfortunately, both leads appear "Greek" to me. :( I'm too much of a noob programmer to know how to patch on such a low level. (I'm just enjoying how to use the Intel XDK GUI interface. ;)

    BTW, to help with my symptom description, Phonegap-Build successfully honors my landscape choice (so I understand that it is possible on my iOS device).

    Thx in advance. :) Jason

  • I remember that I checked your app on my old phone (854x480, dual core, 14.000 AnTutu) when you made it in CocoonJS. After this post I checked your Crosswalk release app on my new phone (1280x720, octa core, 24.000). And as far as I remember - it was working better in CocoonJS than now in Crosswalk. In case of Crosswalk - it is not 100% smooth all time. And it's not about FPS.

    So in my case - maybe Crosswalk supports multiplayer, WebRTC, whatever - but as long as it is slower than CocoonJS - Crosswalk does not count for me.

  • szymek

    XDK has improved a lot over time. I find performance to be identical to CJS Canvas+ and actually smoother on my own devices. But given how widely different each Android device are, who knows.

    I test it on S3, S4, Nexus 5 etc.

  • I got feeling of "jumpy" i.e. sine behavior, floating partcles in the space, spaceships movement. And it is exactly what I see on Chrome on my desktop computer - when I check my own game. Also there was big topic on Scirra forum about Chromium jittering, or jittering every a few seconds etc. etc. As far as I remember it was about garbage collection etc.

  • does the 192 update allow us to use google player services on Android? I can't seem to find a clear answer

  • Thanks again for the info; you do seem to be one of the go-to's around here for mobile info

    To be more specific, my specs are: Snapdragon 200 series model 8210, dual core ARMv7 1.2ghz, with an Adreno 305 GPU 400MHZ, 1GB LPDDR2.

    I know it's a lower end device to test with; however, I'd like my games to be playable on a platform like this, even if it means dialing down settings/obj count.

    Planning on getting a tablet soon, something not too insanely expensive (<$250) or powerful, but with decent performance.

  • Thanks again for the info; you do seem to be one of the go-to's around here for mobile info

    To be more specific, my specs are: Snapdragon 200 series model 8210, dual core ARMv7 1.2ghz, with an Adreno 305 GPU 400MHZ, 1GB LPDDR2.

    I know it's a lower end device to test with; however, I'd like my games to be playable on a platform like this, even if it means dialing down settings/obj count.

    Planning on getting a tablet soon, something not too insanely expensive (<$250) or powerful, but with decent performance.

    It will definitely be playable, you will just need to not use WebGL shaders, don't use the Physics behavior with many objects (or not at all) and keep the collision/overlap checks per tic as low as possible. These are the major limiting factors to performance on mobiles. While it sounds like a major sacrifice, its up to you to design a game around those limitations if you want to target low end devices.

    I hear some good things with Android L, let's hope it boosts performance a fair bit.

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