Arima's Forum Posts

  • rabidsheep - everything I've heard from people in the know indicates that is incorrect. GPUs are extremely optimized as chip makers try to get every bit of performance out of them as they can. There's no reason at all for a card to draw offscreen pixels as it's a complete waste of resources (unless you're doing something tricky intentionally like the what Ashley does to get text rendering in webGL by drawing text to an offscreen canvas then converting it into a texture that webGL can use).

    You can demonstrate this by making a layout and sprite 1,000,000,000 pixels wide and tall. That would require the graphics card to process 1,000,000,000,000,000,000 pixels per frame (which no current card could handle) and I still get 60 fps.

    Unless I'm misunderstanding your terminology somehow. I'm not sure how you consider rendering different from blitting to the screen.

    If you think they're still being rendered because you're noticing the fact that simply having tens of thousands of offscreen objects in the layout affects the performance, that's not because of rendering, that's because objects have a little bit of overhead code-wise even if they're not doing anything at all, and they still get processed by collision and variable checks and such.

  • Tokinsom - that is a great idea, passing the canvas to a sprite so it doesn't hit the frame rate in webGL mode.

    rabidsheep - graphics cards automatically don't render offscreen objects.

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  • I don't know why anyone told you not to use global variables, there's no problem using them. Local variables as well. Simply use whatever is best suited for the task at hand. For example, I used to use the dictionary object for temporary variables is CC, but since C2 has local variables, I find those more convenient instead.

  • Eh, I'm kind of disappointed in the review - they reviewed a prerelease unit, and their biggest complaints are the lack of games and the ui, both of which will very likely change before the console is actually released. They should have treated it as a preview instead.

  • Wow, that is a lot of rep for someone who appears to have barely interacted with the site at all - and was apparently only active for less than a month two years ago. Seems like a bug. Tom?

  • The best options have been mentioned, creating them via events/using a single layout for multiple levels (if this is ui), or you can paste them in then use the arrow keys to align them by moving them all at once.

    Whiteclaws - if you're copying and pasting the same thing across 50 levels, it can become a tedious task, especially if you make an edit and then have to redo the work. Nothing wrong with wanting tools to help improve that. That's one of the whole ideas behind the event sheet includes, so you don't have to copy and paste your events repeatedly for different layouts.

    There's actually a feature CC had made specifically for this ? I think they were called in inheritance layers. You could enter a name of a layer from a different layout, and it would automatically have all of the objects from that layer created at the start of the layout (sort of like 'layer includes'). Hopefully C2 will get it eventually.

  • Well, there used to be the link to use mibbit - I've wondered why the link got taken down, as the irc channel still exists, it's at irc.esper.net, #construct.

  • R0J0hound - Are you planning to make this plug-in work with webGL at any point without using the workaround that it's currently using? I really hope you will, as it currently hits the frame rate pretty hard when using it with webGL.

  • Yes, but I thought that was what you wanted. Sorry if I misunderstood your post.

  • You can paste them all in whatever location, then select them all at once, and type in the xy coordinates and they will all be placed at once.

  • onion - think of the dictionary object as a dynamic variable object that can create or destroy named variables (keys) at runtime.

    I tested it with 100,000 keys and retrieving info from it didn't affect the framerate, so it seems plenty fast.

  • No. You'd have to rewrite it from scratch.

  • In the newest beta, Ajax was fixed in cocoonjs.

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  • kiyoshi - ah, cool. I hope it doesn't require any major rewrites.