jayderyu's Recent Forum Activity

  • Being a Unity developer and C2. I know where ruskal comes from. However I do disagree on other points.

    • Scirra doesn't promote no Programming. Scirra promotes no traditional coding required. I don't know why people still make this mistake.
    • yep var creation is way better on programming. However a counter argument variables are objects through the system. So there are no remaining vars, or mistyped vars.
    • C2 strengths are the behaviors and the API Scirra created and can get running so much faster.

    -C2 biggest weakness is the SDK. first I make this clear. the SDK is NOT hard or difficult. The SDK is clunky, not clean and has scoping issues. Also features of Plugin and Behaviours are not shared. If the SDK were lean, clean and mean. Then I think the SDK would be a lot more useful and count as ruskals programming.

    -I agree with ruskal. C2 should mostly act as an interaction of behaviours. Once lots of events are needed to handle basic processing, then it's too much. Should be created as a Plugin/behaviour. however do to C2 clunky SDK where you want to mix behaviour interaction. it's just bleah.

    • C2 can do large projects. I see no difference from Unity or C2 when it comes to 2d game development. export is another matter.
    • no syntax errors. I cannot express that having this issue removed increases productivity by a lot.

    -Unity programming is not faster than C2 programming. However Unity scene editing is faster than C2 scene editing. The inspector and the robust options for vars and how they are presented just offer so much.

  • Bl4ckSh33p

    Can you give a procedure sample of what your doing to causes the data clearance with Windows Phone store. I get a data clear wipe every time I upload a package through the developers tools. However if this is through store downloading, this is concerning.

  • Report this as a bug.

    The Else should not execute just because the value updates to pass. That's a logic bug and should never happen.

    if( foo == 0 )

    foo = 1;

    else

    // should not run. Ever.

    foo has to be anything but 0 at the if statement for else to run. Changing within the if statement should not run the else too.

  • Well that's why I tried to create a focus on the architecture requests. So that such features as IDE connectivity to say web pages, or other online resources could be made. I would love for the Scirra store to be fully integrated into C3. Import assets into a project as needed. Also other aspects would help too. Sublime Text for example has a magnificent plugin resource tool. Where an IDE plugin installs other plugins from a repository. Just fantastic and a pleasure to use. Helps my development a lot when using Sublime Text.

    Yes. I would love C3 to have prefabs, they are super awesome.

  • C2 is a canvas renderer. Not a DOM. So HTML tags don't work in the Canvas Renderer at all. Personally I think the DOM objects should be removed as it creates more difficulties than it's worth. We get threads as needing improved DOM behaviors when all the games should not be using DOM objects.

    Instead the DOM should be removed and a proper UI that works with Canvas should be the only defacto UI items.

  • I couldn't have put it better myself. Rex nails the the subject a lot better than my verbose reasoning. Some times terse is much better.

  • Joannesalfa

    Thanks for pointing out the trolling, and taking a pic. Unfortunate. Some one else however seems to have reverted. Which whomever it was. It's appreciated

    TiAm megatronix

    I agree with wanting C3 done right out the gate as of 1.0. however doing it right out the gate would require very long time; along the lines of 2/3 years of a tool developed in isolation. With C3 IDE need to be redone instead of built on top of. What I'm hoping for is the beta to be released very light and "soon". With a lot of tools missing non existent. So that beta developers can help evolve C3 towards it's 1.0 release and weigh in what would be best for 1.0 release.

    TiAm

    It's a compiler method. Non reference code(ie pointed else where to in memory) is just faster. This comes down to memory cache for values. In a loop memory needs to be recycled which uses up time. Where as hard coded declared the memory use at compile time. There is also memory referencing of loops as a loop is scoped piece of code and so also has to have memory properly allocated every iteration with the next set of values.

    By unraveling a loop by n the compiler preallocates the memory, and also reduced the loop cache scope by a division of n. By having memory better handled and less code scopes, the result is increased performance. it's just unraveling a 50 line loop by 8 is going to produce a code file of 50lines x8unravel or 400 lines, instead of just 50. So that means if the loop needs editing, then you need to make sure each unravel needs to be updated.

    I would love to see Construct 3 use duffs device on the main game loop. Looking through C2 game loop, there would be little benefit. As C2 itterates through each object Type first(so 4 different sprite type objects, are their own loop of main logic). That's also the reason why my push for C3 to use a singular world object. Then C3 can use duffs device to unravel the world object code and we could work to get more performance out of C3 than we can from C2.

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  • I understand, but this thread is about architecture. The current issue your having is architecture, if your having nightmare issues that's because of limits in the base foundation. With C2 there are limitations in C2 that developers can't get around, including making making easy to use tools. So some of the best development flow tools can't work well with C2 without Ashley making custom code to the IDE, and that custom code never passes on to developers(ie Spriter custom code for importing). Where as a good architecture would allow a tool like Spriter to seamlessly work with C2 without constantly re-importing.

    If you want straight out of the door requests. I suggest looking for a straight out the door request thread. However I do take suggestions and evaluate them to make sure that the C3 can handle all requests effectively rather than limited.

    Though I do need to go over some of the items in the document and find ways to break them down to their architect basics rather than the results.

  • If there are customizable windows, and associated actions. Then the architecture can already support the request down the road. Either by Scirra or some one else.

  • "From what I understand, draw calls are made only for visible objects ... So I can make the logic of my game using more invisible objects and use only 1 sprite with all the animations for the visuals."

    Yes. but that's what you were asking at the top. Which is better.

    A. Better for performance

    B. Better for object type management

  • Top one. It's worse to manage, however it's mandatory for performance. Each different sprite object is a different packed draw call. WebGL draws in batches based on the texturemap created by C2. Each Sprite get's a different texturemap. If for any reason you go from map A, to map B then the system needs to unload mapA then load mapB. Now that's fine. however what happens if your doing lot's of different layering with different texture maps. That means WebGL will go from

    ABABABABABAB

    which means 12 draw calls here. that's low of course, but think abuot many objects like bullets.

    where as if you use a single sprite then you just get

    AAAAAAAAAAAAA

    that's one draw call.

    of course if you layer properly you can do

    AAAAAABBBBBB

    and run on 2 draw calls. But now management of layering is on you

    Of course you need watch things like 2048x2048 is the max texture size in the safe zone of devices.

    top one is better

  • I never said difficult, I said "heavy" and that's in regards to base overhead. However it's un-intuitive, not impossible.

    This blog is awesome to know the nitty gritty <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">, I got the function call methods from your blog and plugins as you had already managed to do so; so using your basics just saved me time.

    http://c2plugins.blogspot.tw/2014/02/reuse-ace.html

    However I did make a mistake. It's Call or Bind, and no need to use both.

    Also it should be. My error, i was workign off memory. I started building a SDK lib to make life easier, and didn't recall the exact method.

    prototype.function.call( memoryobject, params)

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jayderyu

Member since 11 Apr, 2012

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