jayderyu's Recent Forum Activity

  • Counter Strike renders every frame because it renders a world. And CS and all the 3d games almost always have some kind of animation going on.

    Where as if your only rendering 1 model to be used as it's own object. Then you only need to render when a key moment comes up. If your interpolating motion every frame; not every frame has enough change to make it worth while, especially an idle animation. Also not all objects need to be rendered every frame. One way to improve performance is to have background objects update there 3d image at 24fps. This leaves more performance on the active objects.

    Your strength here is that your in control of the updates of when the sprite 3d object needs updating. And this opens up a world of opportunities to provide 3d/2d scenes while maintaining fantastic performance and fantastic imagery,

    Also sprite sheets use up large chunks of memory. Where as a 3d object uses far less. 3d objects use more GPU as cost instead of memory.

  • Are you sure you know what your talking about?

    1. Users can create there own keystore and drop it into a folder. Then the C2 can just make a reference. Actually XDk also requires the user involvement for a proper keystore .

    2. I don't know why you are on this size kick. But XDK uses a full Chrome browser at apx 17mb. This does not count the game. This method uses the same chrome.apk that XDK uses and produces an apk apx the same output size. It's literally right there in size

    decompile > xdk < html5test.android.crosswalk.arm.20140106171902.apk

    uses the same APK that XDk does.

    I will also add that the reason CJS is a smaller APK pack. Is because CJS only has 1/3 the features of a full browser.

  • SpriteFont is SPRITE first font second. They are at their core a Sprite. When you need the font in another style you need a Sprite to match.

    Do a forum search for

    GiveYourFontsMono

  • jayderyu

    I include it. But it will be one of the last things I add. I honestly can't think of many reasons you would want that "billboard". Seems like a niche use case. Why not prerender something onto a spritesheet?

    It might be useful for equipping armor in rpgs. You could create a new sprite-sheet when something is equipped on the 3D model rather than storing hundreds of sprite-sheets for every possible item combination.

    I'm thinking there might be a focus on the wrong part of what I was writing.

    If you render to texture to display an image. You don't need to update the image everytick. You only need to update the image on when there are key moment of change. Then that removes the high cost of rendering multiple objects at once.

  • > Good luck.

    > I had this in mind. I started out with it actually. I will most likely include it too. But the performance hit is quite massive because I have to draw the 3D onto a 2Dcanvas and then create the texture for the "sprite" and apply it. And that 60 times per second. I did a lot of testing and it gives very big performance hits. However I will still include it once I am done

    >

    > Here is an example of how it has to work.

    > http://jsfiddle.net/Schoening/XxzS7/6/

    > You can see how much resources the 2D texture function uses. And this is not even applying it to a Sprite!

    >

    The system is called billboards. Keep in mind you don't need to render every tick. Instead monitor for an update.

    Rotated

    Light change

    camera perspective change

    animated

    unless those key events occur to the 3d object. Then there is no need to render the image again. If you only render on required you will see 3d rendering through the roof. I remember once back in the erly days of JavaMonkeyEngine before billboards, and only render on required. There was a test to render a billboard, but only render to the billboard on any of the above conditions. The render jumped from 100fps to 500fps. It's super cheap and innefeciant to only render to texture when needed.

    I was going to do this stuff myself some day when the need arised for my DOL project(below). But it's months down the road. And if someone does this well ahead of time. All the happier to give credit to the plugin creators

  • GiveYourFontsMono in the forum search here. It's an app that produces SpriteFont format fonts. The default font isn't really meant to be used practically. Unless your doing retro games.

  • Well I'm up for giving this babysitter job and the occasional solution a go around.

  • I don't know why Ashley doesn't use this method for compiling APK's for C2 IDE. It should be. NodeWebkit uses a similar method to this. So why not. Oh well.

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  • Probably because you accessing it as a file in dropbox rather than the web access service.

  • OP, I found your capx to have a lot of small problems. There are a lot of good suggestions in the thread here that you should do.

    C2 doesn't support more than 8/9 collision points. Squares only need 4.

    Family up your events(ie no blue on touch, blue on red.. that's bad, bad bad bad bad. )

    Your Evertick eats too much.

    I've come to testing design for my personal computer. Create a test app. run the test app on your minimal target device. once you get the performance you want by adding features. note down the CPU usage on your computer for the exact same app.

    As an example using my PC and iPodTouch4g.

    My PC will have a CPU usage of 3% to maintain 55+fps. Any more than that will exponentially drop performance.

    So your EveryTick often hits my computer with 5.8% here and there. While often fluctuating between 2.8 to 4%. So when it hits 5.8% it starts to cascade the performance.

  • Good luck.

    But I want to add. I personally would like a double option for 3d. All 3d Plugins so far have been canvas renders based. In which the plugin is built to render worlds. I would really like to see Render To Texture and use the Texture/Image. That way I have more options. So i'm not looking so much as a world renderer, but more of an object renderer.

    Some one recently posted that Nintendo called them. I asked about how long it took. Apx 3 months. Also others thankfully chimed in too. They will get back to you in apx 2 to 6 months.... I'm still waiting

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jayderyu

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