I have a puzzle game based off the template in C2.
Blocks fall from the sky and stack up, you break them and new ones fall.
Super simple idea.
I loaded the game onto an iPhone 4s, a samsung galaxy S III and a Nexus 5.
The iPhone and Galaxy s III ran pretty poorly, with ~5 FPS to 25. The nexus 5 was fine at 60.
Some info about the game, I will try and post a zip somewhere...
I have a good number of physics objects in there, 64x64px blocks, that have physics enabled. Somewhere around 40-50 at one time. This is the issue hands down. No question.
I have tried reducing the physics iterations, this leads to math/physics problems on certain devices, blocks overlapping, just being generally ugly. Nothing stacks nicely it just becomes a jumble mess.
I tried reducing the number of objects from ~40-50 to about 20-30, that only improved slightly, but still getting sub 10 FPS while things are in motion.
I am looking for suggestions on this.
I'm open to the following.
1) Scraping the entire physics concept, moving to a less CPU intensive mechanic.
2) Tweaking perf in different ways
3) Trying other tools besides CocoonJS.
If you want to replicate this. Take the default physics puzzle game, and do a grid of 7x8.
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Each time you touch a block and it is destroyed, make a new one at that X and Y-1000 or something. Basically, each block you smash, it makes one off screen to fall in place. Deploy this using CocoonJS to an older phone and see how it goes...