Knifegrinder's Forum Posts

  • Yes.

    Again, I've to remind that there isn't any performance gain doing this (it's really the same crosswalk you already know) and you'll swear a lot trying to incorporate cordova plugins from github in your project using the bugged VS2015 wizard (there's a workaround somewhere on stackoverflow for it).

    The VS2015 solution is viable only if you hate so much the XDK and its cloud based workflow.

  • This may be useful. I used Cordova for VS some months ago. No performance gain, obviously.

    http://www.spritehand.com/2015/01/using-crosswalk-with-visual-studio.html

    On another note I'm trying UWP exports and the new Edge webview on a W10 mobile beta and, as usual when there's HTML5 involved, they're TERRIBLE. No ads working, inconsistent sound and touch problems.

    I really hope Microsoft will fix them before the W10 official release but I really doubt it will happens.

    EDIT: Sorry guys if I didn't reply to you in another thread. I log in only from time to time.

  • Thanks for your feedback. But remember to use the Feedback button on the screen so all the team members will receive the suggestions and not only me <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

    It will be faster for everyone.

    Feedback sent.

    Well, it is possible. But it must be done through cordova plugins.

    This one I think it does it: https://github.com/mesmotronic/cordova- ... een-plugin

    But I don't know if it is available for C2.

    It works!!! This is AWESOME! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Once the WebGL scaling and the sound start issues will be fixed we'll finally have a native-like android exporter!

  • Just tried the new cloud compiler. Very good, a lot better than the previous one.

    Compiled some test projects with Canvas+ and they works, with admob native ads and a good performance. Unfortunately I spotted one regression: sound now starts only after the first touch, just like a cordova application that relies on the normal webview.

    Anyway, good work.

    Just a request. Is it possible to enable the immersive mode on Canvas+? Those soft buttons are a punch in the eyes

  • ArcadEd

    From Ludei Blog:

    [quote:3o7g3px0]When using screencanvas with a webgl context, CSS canvas scales are omitted, so your game might not render in full screen. To fix this issue scale or layout your game with a projection matrix instead of using canvas.style

  • I'm pretty sure that all the devices of the previous posts have blacklisted GPUs, Galaxy S3 Mini for sure (I had one too).

    Is this experimental apk skipping the chromium GPU blacklist like the official Crosswalk builds?

    If not, this may explain the huge performance difference.

  • https://it-it.facebook.com/help/community/question/?id=542958419109491

    I think the second answer may be the solution for your problem.

  • Knifegrinder

    Did you find Crosswalk 13 better than (or at least the same as) Crosswalk 7 in performance on old devices (Samsung s2, s3 or s3 mini) ?

    Thanks for your help.

    Sorry, as I said some post ago CW13 canary (chromium 41) was certainly better than CW10 but not near CW7 in terms of performance. Now there are CW13 beta (chromium 42) and CW14 canary (chromium 43) available for download. I'll give them a try next week and let you know.

    Just a though. I'm not planning a game release anytime soon, so I can say this without being emotionally involved or stuck in the middle of an anger burst: this openSSL string version issue is one of the most crazy-stupid-demented thing I've ever encountered since I started pressing keys on my old commodore 64.

  • In short :

    -----------------------

    8.0 exported version works fine and smoothly but without voice on real device but works fine on emulator

    8.1+ universal version crash everytime on emulator and on real device both , though the sounds were coming fine but game works very bad non-smoothly

    I find quite funny you found some magic formula to NOT crash also the 8.0 version.

    On a more serious note, Windows Phone HTML5 support is bugged as hell.

    I'd not pay a lot of attention to your emulator issues, I found WP8/8.1 hyper-v based emulators bugged and inconsistent even with simple scratch projects made inside visual studio, so I think there's no point in using them to test a full game made on an external framework.

    On your devices you're probably running through the webaudio bug and this explain why your mute version is able to run without crashes while the 8.1 exits after some seconds.

    Basically WebAudio in WP8/WP8.1 is broken. Actually A LOT broken. Some people solved this inside C2 being careful to play only one sound at time (and, sorry, one sound means no bg music), some others has gone the hard way coding an alternative audio engine in C# and calling fuctions from the browser object "execute javascript" action.

    There's just one way to test if you're running into this issue. Crete a test version of your project without audio and test it. If it doesn't crash, then you've found the culprit.

    About the smoothness: despite the official recommendations i found W8.1/IE11 webview terrible in terms of performance when WebGL is turned on. Switching back to Canvas2D (the renderer used in WP8, which you found smoother) should be a solution.

    (My personal suggestion: wait for Windows 10 and the spartan webview)

  • That sound interesting, I'll test it out next week. What improvements are in the cw13 over cw12.

    I tested cw13 when it was canary (Chromium 41) so in terms of performance... nothing

    Now it's in beta and based on Chromium 42 and there's also cw14 canary based on Chromium 43. I'll test both next week.

  • I'm sorry for saying this:

    There is so bad to wait for:

    1: Chromium updates

    2: Crosswalk updates

    3. Intel updates their buildings with the last Crosswalk updates

    I understand that there is nothing you can do for points 1 and 2, but you can change the point 3

    There has to be a major issue in order to update it?

    Iolva , you can download Visual Studio Tools for Apache Cordova 2015 to get rid of the Intel XDK and build crosswalk apps by yourself.

    Here's a good tutorial:

    http://www.spritehand.com/2015/04/using-crosswalk-with-visual-studio.html

    I tested Crosswalk 13 following it and the build worked like a charm.

    This approach has maybe a longer setup but it speeds up the workflow later, without all those uploads and downloads from intel cloud servers.

  • I heard also some time ago that Windows Phone 8 would a great leap forward for html5 apps and it wasn't true at all, then I heard later that Windows Phone 8.1 would be the best platform for html5 and it wasn't true at all again. So I'm not excited at all about spartan. Every, and I mean EVERY platform that claimed great things for html5 developers has been a constant source of disappointment in the last three years.

    Audio bug is simple to explain. Streaming is not consistent, so your music sometimes stops and there's no way to avoid it and If you play more than one sound at the same time time your app has a great chance to crash.

    AdDuplex is not a monetization service, it's a promotional tool. AFAIK there's no way to monetize a windows phone 8.1 app made with C2 through ads.

  • so why do games wrapped with CocoonJS Canvas+ are faster than games wrapped with Crosswalk?

    Simply because Chrome performance sucks since october 2014 and looking at last bug 422200 thread updates nobody still has a clue what to do with.

    Chrome 44 canary is even worse, it's having trouble maintaining 60fps on a system known to run vsynctester.com with vsync disabled at 180fps, so we can't talk about GPU bottlenecking, there's a serious V-sync issue that prevent every game, even the simplest, to run without random frameskips.

  • akkthedev, didn't try iOs, WP8.1 universal works as good as the C2 exporter in terms of performance but you'll face the same blocking issues that prevent any serious game to be published.

    First, audio support is a mess: you'll have to write your engine in C# and call your functions through the C2 browser object. Second, there's no ad support at all for windows phone 8.1. If you want Admob or PubCenter support you'll have to revert to windows phone 8 export with its old and slower webview. I also tried to integrate leadbolt with the iframe plugin by pode but without success.

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  • I'm on the C2 boat since 2012, developed two projects on it, one really (and maybe too) big and one quite small and simple. I putted them on hold last year due to the lack of a real monetization support (at the time there was only the infamous ludei->mopub->admob thing with ridicolous fill rates and entire days of broken servers) and checked them from time to time to see how the html5 ecosystem was improving.

    What puzzles me is that my apps keep loosing performance everytime I came back checking them.

    There's one project (the bigger) that worked more than decently on devices really weak by today standards (with X-Walk performing even better than Ludei's Canvas+) and now, without changing anything in my code since one year, is struggling on a Nexus 5 and, despite its heavy optimization for mobile devices, even on my desktop which is quite a beast of machine.

    Unfortunately this is related to the enormous mess the chromium team has done recently and, since chromium is packed in every serious exporter we have, the situation is really depressing both for desktop and mobile developers.

    For example here's a link with some benchmarks runned over various chromium version.

    https://code.google.com/p/chromium/issues/detail?id=456507&q=fps&colspec=ID%20Pri%20M%20Week%20ReleaseBlock%20Cr%20Status%20Owner%20Summary%20OS%20Modified

    Although the OP of the linked post is blaming D3D binding and he's talking about the WebGL renderer, I can assure that the regression curve is basically the same on Android (so there must be a different culprit than D3D) and affects also Canvas2D performance (Maybe in a minor way, and that's probably why I found today some post on this forum claiming that Canvas2D seems more consistent than WebGL on some games).

    At least mobile developers have cordova/cocoonjs/canvas+ integration at the horizon... sounds strange saying this in 2015 but with the chromium suicide, cocoonjs/canvas+ is now again the state of the art of HTML5 mobile performance (but I've been burned a lot of times before, so I become ultracareful with Ludei's announcements)