Arima's Forum Posts

  • If it supports webgl, then there's a good chance that it does, actually.

  • I've been developing loot pursuit with webgl turned off for a while (I think it was for testing purposes or something, forgot to turn it back on), and when I set it back to webgl mode I was surprised - performance was utterly hammered. CPU use was way up, framerate was down, and the disk activity was maxed from the system page file increasing by gigs, getting to the point where the entire computer was locking up for seconds between rendered frames.

    I went through the project and discovered it was the text objects. Admittedly I was using them in a very inefficient manner (it was only for debugging purposes so it didn't matter), doing lots of operations to destroy and create them each tick because I was having some difficulty placing them for a reason that I discovered later, but I was using them that way because there was no problem when webgl was turned off.

    Why are text boxes so much harder for a computer in webgl mode?

  • Oh sweet, good news. I hope the developer's reports are true!

  • A chromium-based wrapper for mobiles initially seems like would be awesome, but what about ios? As far as I've heard, chrome on iOS is actually just a reskinning of the UI Webbview because they aren't allowed by apple to use their own JavaScript compilation methods or such. Is it just because it's a web browser that apple doesn't allow it? But if that's the case, wouldn't any game using chromium basically be a web browser, and potentially rejected as a result? Or do they not care as long as the game stays off the web and only loads local content?

  • Awwwwwyeah

    "And games made on Ludei can be published on iOS, Android, Nook, Chrome, FirefoxOS, Pokki, Intel AppUp, and Amazon."

    More goodness

  • Nintendo has already announced that they were going to start supporting HTML5 and JavaScript-based games on the wii u earlier, so it is true. However I'm not sure that extends to the 3DS � I think it might be wii u only.

  • I'm not sure, but If you can you'd have to wrap it in node webkit manually.

    github.com/nwjs/nw.js/wiki/How-to-package-and-distribute-your-apps

    It would probably have to be done in the manifest file.

    github.com/nwjs/nw.js/wiki/Manifest-format

    "chromium-args

    since v0.4.0

    (string) Specify chromium (content shell) command line arguments. It will be useful if you want to distribute the app with some custom chromium args. For example, if you want to disable the GPU accelerated video display, just add "chromium-args" : "--disable-accelerated-video". If you want to add multiple arguments, separate each two arguments by space. This field can take a number of flags in one argument as well, via enclosing them in single quotation marks.

    A list of Chromium's command line arguments is available at http://src.chromium.org/svn/trunk/src/content/public/common/content_switches.cc"

    I haven't read them all, but it might be in the list of command line arguments there.

  • Bigger indents would be annoying for projects like mine with sub events 10+ levels deep, it could send events off the right of the screen. If this gets implemented, I vote for it being something optional that can be set in the preferences.

  • It's because cocoonjs does not yet support webgl, which those effects require.

  • Ashley - While having it skew the collision mask would be nice as an option, I don't think it's necessary - besides, I can imagine many situations where I wouldn't want it to do so, as it could use CPU time better suited elsewhere, since some of the collision polygons could become quite complicated to generate and as such possibly hit performance for a collision mask the developer might not even want to use (I suppose, come to think of it, if it was something like the collision polys were only built if a collision check was done on the object, that would be cool). As I recall, CC didn't have correct collisions on distorted sprites either, but it was still a great feature regardless.

    Or another thought - what if it just used the polygons already generated by the distortion grid itself? It would be less accurate, but quicker to generate - although that could result in quite a lot of polygons to check for collisions with.

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  • Also, cocoonjs has acceleration for physics in the pipeline, which they have said will be easy for c2 to use. In the beta box2d demo included with the cocoonjs app and 300 objects (it's free, you can try it out yourself), I get about 40-50 fps on my iPhone 4S and 50-60 fps on my ipad 3.

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  • I haven't read the paper yet, but you're correct about overdraw, it's easy to forget with mobile devices having full HD resolutions that they can't do nearly as much at those resolutions as desktops can.

    Another point is drawing semi-transparent pixels also is a lot harder on mobile devices' gpus then drawing fully opaque or fully transparent ones. Fading out the opacity of the HUD in loot pursuit on mobile causes a very significant frame rate dip, so on mobile I have it immediately set to invisible instead.

    On mobile, HTML5's main performance problem is JavaScript speed, in my opinion. The rendering is more limited by the hardware itself (not that there aren't ways to improve performance on that front via software as well).

  • This is an English speaking forum, so please stick to English or provide a translation. Thanks!

  • No. You need to use c2 if you want HTML5.