Jayjay Thanks for the detailed reply I wasn't trying to shut down the conversation, only trying to understand and propose some elements of answers to other previous posts as well.
Though going back to performance issues, there are examples of moderately complex games performing reasonably well ; so I guess you'll agree with me that if something doesn't perform well, there has to be a difference of either scope, platform or use.
Also I think we can agree we have 3 major layers regarding performance : the hardware (low level), the engine (abstraction, mid level), the application (gameplay logic, top level). Ignoring all possible preconceptions about blaming the game or the engine, were you able to identify the bottlenecks in your case ? Maybe it is the engine, e.g. not doing well with resource management and hammering the memory inefficiently ; maybe it is the hardware, e.g. dealing very badly with some scenarios, etc.
So really I'm not pointing fingers specifically at the game logic, all I'm saying is that it'd be interesting (for us) to know what caused the problems. Maybe it would possible to make these more visible to the users through the tools.
[quote:3la4fhto]wrappers don't just add a bit of bloat, but they are middleware unlike...
Fair point ! Though we don't necessarily have to use Adobe, Oracle or Microsoft tools to create content for their platforms. I guess one of the issues is that nobody really "owns" HTML5, and big companies are stiring things in multiple directions (google v8, ms typescript, etc.) and it's not yet a fully mature technology
[quote:3la4fhto]Construct 2 should live up to its advertisements...
Isn't that true for all tools and platforms ? Maybe what C2 would need would be "platform presets" ; e.g. targetting iPad2 ? fine, let's disable all fancy stuff that we know won't run well. And so on.