—:
That's a fine-looking game you got there so far <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">
I would be very interested if you could put together a GMS/C2 bunnymark comparison!
Okay, here we go:
GMS2 - no render - 9500 objects - 55 fps
GMS2 - render - 9300 objects - 55 fps
C2 nwjs - no render - 12650 objects - 55 fps
C2 nwjs - render - 10900 objects - 55 fps
This is on an i5 2.67ghz processor, 8 gig ram, intel iris 6100, and windows 8.1. For the no renders I just turned off sprite visibility on both builds.
It seems like C2 outperforms GMS2 by quite a bit on this benchmark. Which makes me wonder why my own game performs significantly better in gms than construct. The game logic is structured about the same, and the gpu load should be more or less identical. Hmm...
Possible culprits: The platform behaviour bogs things down in my game. Or maybe the code refactoring helps performance out in the gms version (things were getting a bit unwieldy in the c2 version).
Anyways, pure speculation! On this benchmark at least, C2 comes out on top.
Here's the GMS2 builds:
https://www.dropbox.com/s/30yeiludx4ast ... d.zip?dl=0
https://www.dropbox.com/s/dy85n6qv7urkt ... w.zip?dl=0
And the project files if anyone wants to load them up in GMS2 themselves:
https://www.dropbox.com/s/aclujpdr5c27g ... h.rar?dl=0