— Physics is very CPU-intensive. You can get good physics performance out of Android, but you need a cutting edge device (Galaxy S3 and up) and keep object numbers very low (low as in: maximum 20 or so).
It's just how it is.. On high-end devices like the Nexus5 for example, the limiting factors decrease significantly. So over time the performance hit of wrapped HTML5 will diminish. Today, with devices like the Galaxy SII etc still around, you have to be extra careful, if you make apps based on wrapped HTML5.
Yes I know abou this issue but I have the same game created with GMS (with more features) and with C2, bellow you can measure the two versions:
Game Maker version:
https://dl.dropboxusercontent.com/u/167 ... sh-GMS.apk
In this version, hold your finger on the ball and pull.
Run on all my test devices
Construct version generated with IntelXDK:
https://dl.dropboxusercontent.com/u/167 ... struc2.apk
Very slow on all devices, perfect in windows and HTML5
So the problem is not on the device it is in the C2 engine.
Thanks a lot!