eli0s's Forum Posts

  • irina , have a look at this, perhaps it already does the flocking part.

  • Thank you A0Nasser

  • sizcoz , I guess that in your case the GT 745 is making the difference from Monumental's results. Dedicated graphic cards seem to add a lot to the performance.

    saiyadjin , the debugger isn't that accurate, especially if you're displaying a lot of staff it can cause a lot of performance loss. I think it's better to use a text object (or even better a sprite font) to display the fps, cpu etc in normal preview.

  • , the examples above however are on a different level. Also, The light-shadow system as it is now can't really support more than one light sources without artifacts.

  • Monumental , I see... That's unfortunate, I guess integrated chips aren't as well optimized for this kind of calculations.

    sizcoz , Thanks! Does your laptop have a dedicated graphics card? Those fps results are remarkably good!

    saiyadjin , that's great! This is also a laptop right? I guess the 980M is a beast even on it's mobile form!

  • eli0s

    why is everyone saying that NW.js 12 is good? its horrible! take a look, this is with the exact same project!!

    Yes, I saw this on the other topic and I am very surprised. I don't understand how or why on some machines the recent updates made things worse. In my case the improvement is dramatically for the best on a recent benchmark I made. On this particular example I don't experience any lag, jerkiness or frame rate inconsistencies.

    However, just to be on the safe side, before I replied with this post I visited my old post about the jerkiness in the movement and run the ridiculously simple capx I 'd made on that first post. I must say the results are not as smooth as I would have wished for.

  • Try the current r198 beta which has an optimization in rendering and the latest NW.js 12. I think you'll get much better performance at least concerning any jittering you might have.

    -EDIT- Also, Ashley just posted a blog post in response to your question about single core usage.

  • Monumental , I 'd expect more from surface pro... Which version of the tablet do you own?

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  • QuaziGNRLnose , it's been a while now, any plans for (at-least-a-basic) workflow tutorial..? And what are the news from the manual's front..? Anytime soon would be awesome...

  • saiyadjin m you can always open a capx with an older build if you fiddle with the caproj file. To do that you need to:

    1) unrar a capx file to its components (each capx is actually a zipped project folder structure).

    2) Open the caproj file with a text editor

    3) Find the <saved-with-version>19800</saved-with-version> field and change the 5 digit number accordingly (for version r195 type 19500)

    4) save the caproj and run it. It should open just fine, unless some feature that was introduced on a later version is being used.

  • Eisenhans , I have nothing to do with the thing you are describing. You can check the capx your self and see everything under the hood. The fact is that for some reason full-screen is more stable. Also, the fluidity on the lower frame rates is perhaps related to the optimizations that Ashley did on the r198 build.

    When you say that it gets fixed at 30 fps at start up, you mean that if you leave it running forever, it will still stay at 30 fps and never go up? On my system, each time I run a preview there is a few second period (around 10-15) that there is great inconsistency in the frame rate, after that time period the game catches up and stays more or less stable. Especially with this latest beta build.

  • An unnecessary overly complicated example capx, but perhaps it can provide you with some ideas...

  • Katala , Nice! I get solid 60 on all browsers and around 16-18 fps on the Samsung Galaxy S2. On the phone the CPU is around 45% when idle and rises up to 60% when shooting the enemy ships.

  • Somebody , you are right of course... Thank you

  • GenkiGenga , thank you!

    Somebody , hehe it's neat indeed! I hope I'm free to use the trademarked word

    I'm not making anything, I just wanted to try to push the parallax-3d illusion a bit and see what performance I can get. I have yet to experiment with Q3D, I'm quite curious to see a comparison.

    I would be very interested to see your little test thing, benchmark or not, I'm sure it will be an eye candy and an inspiration!

    Somebody, at first I tried to use your Shift effect to make the Tilled Background scroll downwards, but while it looked ok on the editor, at run time it's producing a strange smearing result and in fact it scrolls on the opposite direction... The racetrackV however works the other way around: it looks funky on the editor but works fine at run-time. Am I missing something obvious here?

    Here is a capx demonstrating the above: