Colludium's Forum Posts

  • Running the demo link in a v12 blank nw.js browser was very good on my system. Some others have had mixed results with their games on it though...

  • TiAm, I copied squiddster's link to the demo, ran the nw.js in the NWjsForC2\win32 folder (it runs as a browser with an address bar when you don't have a package.nw file in the folder) and just pasted the link in the normal way. Not one jank to be seen....

    Edit to add - I'm cautious in case someone finds some fault, but from what I saw it was at least as good as 10.5. I ran my dt tests on it and there were only one or two frame drops over a 30 sec period...

  • Check this out..... Good news, I hope!!!!

  • This is a vast improvement! Nope - it's excellent, IMO, I can't fault it.

    , I tried your demo on this and it was perfect.... Not sure if the tag will work so apologies for the double tagging!

  • Fingers crossed,

  • As mentioned earlier in the thread, the rendering problem seems related to the number of pixel draws rather than just the number of object draw calls - thousands of small objects might demand less of the gpu than hundreds of large objects, etc, so I would be interested in a bunnies test that uses a 512 image side...

    I was thinking that this could be an artefact of the back to front renderer - thousands of pixels being drawn only to be subsequently drawn over many times per frame. I don't know if there are smarter ways to draw layers of objects in 2d using techniques like culling or even pasting areas that are static onto a canvas object to negate some of the re-draw load. I can't think of an easy way to implement such a thing, it might take a lot of work for negligible savings on multiple parallax layers and it won't work for animations. Just thinking aloud....

  • x 1000

  • Thanks for the clarification, There I go again - displaying my limited understanding in how the engine works....!

  • It's an inconsistent problem (with asm.js), which is irritating... Just for the fun of it, here's an example that has an object with 33 vertices - no probs!

  • Apologies if this has been posted before regarding the c2 plugin...

    When my character's animation is not looping, if it has finished and the animation is set to blend to the start of a different animation then the blend feature does not work - the 2nd animation just starts without any blending. I can work around it by making extra looping animations but it would be great if the plugin allowed blending from a finished non-looping animation. Let me know if you need a demo and I'll put one together - thanks!

  • + lots of support for this and any other improvements that allow users access to more than the current tiny bit of the physics engine!

  • , you're right - it's not possible to change the renderer during runtime (unfortunately). See Ashley's response here.

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  • hi

    what does mean this "Make sure collision conditions are the first condition in the top-level event" ?

    and as ashley say "is overlape=cell collisions (new method)" and "on collisions=brute force (old method)

    so i think we should use is overlapping method for betterperformance

    Hi, that's not what Ashley says in the blog in the r155 blog (link).

    In "The new way: collision cells" he says: "It includes Sprite's On collision and Is overlapping conditions... "

    and in Caveat 2 he says: "If Is overlapping (or On collision) comes after another condition which has picked certain instances, it can no longer use collision cells. Looking in collision cells returns all possible instances, not just those that have met prior conditions. If a prior condition picked a large number of instances, it must brute-force collision checks again."

    Thus the official line is that On-Collision will use collision cells providing the collision check is the first event in an event group that picks or filters instances of an object.

  • - you're helping someone from a post made in 2012...?

  • cacotigon - good point re collision cells and the performance difference; I didn't check the cell count when I was looking at it. It's like the engine is doing a for-loop check of each object for the on-collision trigger check...