Aphrodite's Recent Forum Activity

  • about 4 to 9 fps on my galaxy tab 3 on chrome, not a big worry though as it is a benchmark after all.

  • Nesteris it was just changing when the next frame will be requested, it was requested late before, which could be too late on some circumstances, now it is the first think it does, so there is indeed nothing related to the framerate done by C2, C2 just asks the browser to do it, how it does it however has been changed.

  • as far as I know, the signalling server just helps connect the peers together, everything beyond that is peer to peer and not handled by the signalling server, and what you can buy is something that you install on an actual physical server.

    which also should mean that it technically works the same way as if you used the scirra signalling server (unless there are issues on scirra's one).

    could be mistaken though.

  • "I really can't believe that a high-end intel integrated GPU cannot run webGL at one third of the speed of a two year old tablet, or a five-year old budget mac. It's completely crazy if this is the case. If it's really just a hard limitation of webGL, then webGL is not suitable for games, period."

    definitively something weird going on for that one, I always though webGL was a sort of implémentation of OpenGL ES (like a direct call to the graphic driver), but definitively if it cannot perform as well as the two systems you talked about, that is crazy.

  • ", why is it (supposed to be) so much slower than webGL? Is webGL just 'more low-level' somehow?

    "

    as far as I know, yes webgl lets do things in a lower level way, you can do more and as long as it is correctly working, it is also faster since ashley made an implémentation of it specifically for C2 If I am correct.

  • canvas2d IS hardware accelerated too, or at least it does not mean software rendered, in fact, on chrome (I think C2 has things to prevent that) software rendered enables a simulated WebGL (since it is software rendered, there is no limitations feature wise, however it will be slow as hell), and believe me, I have actually a netbook with software rendering by defaut on the chrome browser, and you will not go over 10 fps on it, even with very few elements being displayed.

    the fact canvas2d outweight webgl can come from various factors:

    -on weak systems (older iphone before iOS8, aka before a just in time compilation of javascript), the webGL javascript overhead can be really painful, that is partially why nobody enabled it on iphones exports in the past

    -effects, but since there are ways to disable them no game should be blocked by that.

    -perhaps a webgl implementation of the browser that is woncky?

    -updating text objects too many times and updating them, they are not performing well on webGL, not sure of the reason.

    -using r0j0h0und canvas plugin, it does not render directly in the webgl renderer.

    I might forget some (or just don't know them), but the point is canvas2d is another renderer, that is still hardware accelerated.

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  • Not sure, but maybe the browser object condition "on suspended" triggers when the phone goes to sleep (if so, you may be able to cut the sound when it triggers).

  • good luck with that, this is normally what the useragent is supposed to report (the browser name and version), but since too many people tried to filter browsers in the past (not having them play audio, or not having them work at all for some really old websites), the result is that every browser tries to look like every other browser to be sure this kind of discrimination based on those infos cannot be done.

    you may be able to find the default user agent string of the android stock browser somewhere though, still seen as a bad idea though.

  • I agree with KaMiZoTo , it would be nice to have, not using features because they are not working as intended is not something people should do.

  • It is interesting to play on different devices. I've played games on my Samsung Tab 4. Can't remember if they worked on the Wii U game tablet but they probably did.

    for what its worth, there is a documentation of the wii u browser (I did find one before that I think was more complete, but I cannot find it back)

    http://www.nintendo.com/wiiu/built-in-s ... ser-specs/

    http://www.nintendo.com/wiiu/built-in-s ... tionality/

    and by default, the d pad returns the up, down, left and right arrow keys, while the a button returns enter, so they may have worked.

  • happens for me also for the r195, perhaps something Tom needs to fix?

  • I remember that happening when enter was pressed during exporting in the past, not sure if that was fixed but it may be related.

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Aphrodite

Member since 20 Dec, 2011

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