Ashley
[quote:1yosbz1e]1) our approach, designed for real browsers, doesn't work, nor will any other engine which has similarly mitigated the problem for real browsers
2) anyone designing a game for CocoonJS, then porting it to a real browser, will find it suddenly suffers from mid-game jank due to lazy loading resources the first time they are used.
1. But isn't Canvas+ not a real browser? Shouldn't the CJS exporter simply work for CJS and not worry about anything else?
2. I don't understand why anyone would do this. In our C2 world anyway.
Most of this stuff is way over my head, I am just trying to make sense of it as a user of both C2 and CJS.
I really feel like we are getting somewhere and the bridge of communication has been reopened. I hope some kind of compromise is met, because CJS just works and the last thing I want is for it to break . Right now, I prefer the way things were done in 2.0.2, but only because there seems to an issue when loading a large layout, not having a way to tell the user it's loading. Once in game, my game did run better in 2.1