Arima's Recent Forum Activity

  • There's no way a C2 project could ever be responsive, you'd have to create multiple projects and rotate your iframe depending on your parameters.

    What do you mean by responsive? Games by definition need to be responsive. Is that a term for something that I'm not aware of?

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  • You can type a couple letters to quickly narrow down the results. It seems to be the fastest way.

  • Hey, I'm here at gdc. No webgl unfortunately. Performance does however look to be very good. Over 800 onscreen sprites running at 60fps. Also tested a physics demo which was running at 60fps and looked to be very complex. It's running on webkit.

    Well, at least the performance seems quite good. I'm still concerned about memory usage, though?

    Google have also hinted at native html app support on Android and Ludei have a great demo showing webgl running - estimated six weeks until we get our hands on it.

    That part about native html android apps sounds quite intriguing. Any more info that can be acquired or is it something that they're not ready to officially announce yet?

    Thanks for bringing us the info!

  • All animations within a sprite are loaded when the sprite is loaded, so it would not help with this problem.

  • How is memory management supposed to work without webgl?

  • Ashley - sometimes that doesn't work though, when a specific object is needed to be paired with another and c2 thinks otherwise. I really want the pairer object in c2, I hope you'll add it eventually, It would save a lot of storing/checking uids.

  • They're working on it.

  • Physics acceleration is coming to cocoonjs, too.

  • 1) If you create & destroy text objects every tick, it will be creating a canvas2D surface and WebGL texture every tick. The browser should garbage collect these to prevent it running out of RAM, but I guess it's not a well tested part of browsers because they don't expect anyone to be doing that! Also C2 is smart enough not to create a canvas or texture if the text object is not drawn, so you will only get bad performance if you create lots of on-screen text objects; off-screen ones should not ever create anything.

    2) If you change the content of a text object every tick, it has to keep re-rendering then copying to a texture. Note this is only required in the WebGL renderer: the canvas2D renderer can just draw the text directly. For small objects this is fine, but when debugging games some people use window-size text objects printing loads of data. This can be pretty slow on some systems. It might be better to try using lots of separate text objects. For example, if a single text object is set every tick to "Object count: " & objectcount, then C2 is smart enough to only re-render the WebGL texture when the object count changes. If that's a single line in a giant text object that's continually changing, it will include that line in the re-rendering every tick.

    Lol agh

    Not only was I destroying and creating a bunch of them every tick, they were all around 2000 x 2000 pixels, too. XD Thanks for the info, that helps a lot!

  • 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!

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Arima

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