Knifegrinder's Recent Forum Activity

  • so why do games wrapped with CocoonJS Canvas+ are faster than games wrapped with Crosswalk?

    Simply because Chrome performance sucks since october 2014 and looking at last bug 422200 thread updates nobody still has a clue what to do with.

    Chrome 44 canary is even worse, it's having trouble maintaining 60fps on a system known to run vsynctester.com with vsync disabled at 180fps, so we can't talk about GPU bottlenecking, there's a serious V-sync issue that prevent every game, even the simplest, to run without random frameskips.

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  • akkthedev, didn't try iOs, WP8.1 universal works as good as the C2 exporter in terms of performance but you'll face the same blocking issues that prevent any serious game to be published.

    First, audio support is a mess: you'll have to write your engine in C# and call your functions through the C2 browser object. Second, there's no ad support at all for windows phone 8.1. If you want Admob or PubCenter support you'll have to revert to windows phone 8 export with its old and slower webview. I also tried to integrate leadbolt with the iframe plugin by pode but without success.

  • I'm on the C2 boat since 2012, developed two projects on it, one really (and maybe too) big and one quite small and simple. I putted them on hold last year due to the lack of a real monetization support (at the time there was only the infamous ludei->mopub->admob thing with ridicolous fill rates and entire days of broken servers) and checked them from time to time to see how the html5 ecosystem was improving.

    What puzzles me is that my apps keep loosing performance everytime I came back checking them.

    There's one project (the bigger) that worked more than decently on devices really weak by today standards (with X-Walk performing even better than Ludei's Canvas+) and now, without changing anything in my code since one year, is struggling on a Nexus 5 and, despite its heavy optimization for mobile devices, even on my desktop which is quite a beast of machine.

    Unfortunately this is related to the enormous mess the chromium team has done recently and, since chromium is packed in every serious exporter we have, the situation is really depressing both for desktop and mobile developers.

    For example here's a link with some benchmarks runned over various chromium version.

    https://code.google.com/p/chromium/issues/detail?id=456507&q=fps&colspec=ID%20Pri%20M%20Week%20ReleaseBlock%20Cr%20Status%20Owner%20Summary%20OS%20Modified

    Although the OP of the linked post is blaming D3D binding and he's talking about the WebGL renderer, I can assure that the regression curve is basically the same on Android (so there must be a different culprit than D3D) and affects also Canvas2D performance (Maybe in a minor way, and that's probably why I found today some post on this forum claiming that Canvas2D seems more consistent than WebGL on some games).

    At least mobile developers have cordova/cocoonjs/canvas+ integration at the horizon... sounds strange saying this in 2015 but with the chromium suicide, cocoonjs/canvas+ is now again the state of the art of HTML5 mobile performance (but I've been burned a lot of times before, so I become ultracareful with Ludei's announcements)

  • Yes, using it right now.

    Performance is the same, since you're basically doing on your pc the same things you're doing on the cloud through the intel XDK.

    You only have the advantage to not rely on cloud compilers and test the newest features and bugfixes without waiting Intel updates (FYI I tested X-Walk 13 Canary and performance is still terrible compared to X-Walk 7, but that's not a surprise since it's based on the still flawed Chromium 41)

    If you want to build your X-Walk apps with Visual Studio there's a simple tutorial at this link.

    http://www.spritehand.com/2015/01/using-crosswalk-with-visual-studio.html

    Keep in mind that there's currently a bug that prevent the automatic download of cordova plugins from the apache registry, so you have to download and unpack them manually in the project folder (Microsoft claims that the issue has been fixed in CTP 3.1, but didn't work for me).

  • If you upgraded your devices to lollipop it's "normal". There's a bug that foreclose and restart apps in the background, it should be fixed by google soon.

    https://code.google.com/p/android/issues/detail?id=79729

  • Could this work? Or do the bug occur because there are lots of images in the whole project, regardless of the fact that they are all placed on a layout that is never played? I guess I'll try it anyway.

    Thanks again !

    The second one. The problem occurs when the images are "downloaded" by the chromium engine and isn't related with the number of images in a single layout. Basically there's a problem on how chromium (the browser engine behind crosswalk and google chrome) deals with a large number of local file:// requests.

    This is not a C2 bug and is not resolvable directly through C2.

    I'm testing right now the Base64 encoding solution and seems to work.

    IntelRobert, I think you and the X-Walk team should put some pressure on the chromium team because this is quite a nasty bug.

  • Hi,

    I just finished reading the 59 pages of this thread to be able to resolve my problems. The first one seems to be a known XDK bug, but I will still explain it here.

    My bug seems to be similar to this one : https_://crosswalk-project.org/jira/browse/XWALK-2655 (delete "_" as I'm not able to post links)

    My game runs perfectly while previewing over wifi on Chrome for Android, on my two devices : Samsung Galaxy Young GT-S6310N and Samsung Galaxy Tab3.

    In the emulator of XDK, it works fine.

    When exporting with Crosswalk for Android, then playing the APK on the devices :

    1) On the tablet, I can see the title screen, then it crashes most of the time. I'm back on the menu screen of the tablet, then if I check the running apps, I can still see my app running there. When I click on it, I'm back to the C2's loading screen, which sometimes freezes, or it either crashes the game again, or succeed to launch the game.

    2) On the mobile phone it's the same, except that I'm not sure the game started even once. It crashes nearly always.

    Hi Rable, I definetely think you have encountered the X-Walk bug 2655 while testing on your tablet. However I think the crashes on your Galaxy Young are most likely caused by the weekness of your device.

    Today Xingnan Wang from X-Walk project has updated the issue with this statement:

    [quote:3a24rauw]The bug is a regression of chromium after M37, that could be reproduced on both Content Shell and Crosswalk.

    It only happens when loading large mount of images(300+ images in the case) via file scheme. The allocation of shared memory for caching the url request(file://) will be randomly failed and then result the error of image loading in blink. Continue to root cause.

    I'm trying a workaround encoding all the images in Base64 and embedding them directly in c2runtime.js using the great beufreecasse tool that you can find here: https://www.scirra.com/forum/random-freezes-on-windows-phone-8-device_t80070?start=20

    This will avoid the flood of url requests and hopefully solve the problem until chromium team will fix this bug.

    I'll keep you informed if this is a viable solution.

  • Hi IntelRobert, I just want to inform you and the x-walk team that I'm having this issue too:

    https://crosswalk-project.org/jira/browse/XWALK-2655

    When I launch the app packed with the online build service sometimes it starts correctly, sometimes throws a bunch of errors on the console and crashes.

    The issue seems to be completely random. The game works flawlessly with X-Walk 7 and below.

    Here's the logcat at the crash moment. There's a GC message just before the chromium errors suggesting a memory issue but I didn't add any new asset recently.

    This issue appears on both my test devices: Samsung Galaxy S4 Mini and Nexus 4.

  • Knifegrinder

    Are you saying that if I just update the URL in the XDK it is going to work again?

    Yes. Arne's plugin works correctly.

  • Ok...

    Arne, good news!

    I stripped my banner code. Your interstitial plugin is working and my app doesn't crash anymore.

    Now I'm curious to see what's happened to my banner implementation since I haven't changed anything and it worked before the URL change.

  • Maybe just a name change, try this one: https://github.com/googleadmob/admob-phonegap

    Nope, this new repo crashes may phone...

    08-19 20:55:48.959 30643-30643/? E/AndroidRuntime﹕ FATAL EXCEPTION: main

    java.lang.NullPointerException

    at com.admob.cordova.plugin.AdmobAdPlugin$3.run(AdmobAdPlugin.java:134)

    at android.os.Handler.handleCallback(Handler.java:725)

    at android.os.Handler.dispatchMessage(Handler.java:92)

    at android.os.Looper.loop(Looper.java:137)

    at android.app.ActivityThread.main(ActivityThread.java:5306)

    at java.lang.reflect.Method.invokeNative(Native Method)

    at java.lang.reflect.Method.invoke(Method.java:511)

    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1102)

    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:869)

    at dalvik.system.NativeStart.main(Native Method)

    I'm trying some other plugins calling their functions with the browser object but nothing has been successful till now.

  • Hi, is there a problem with the repo or something?

    My project was compiling fine this morning when suddenly the XDK gives me this:

    Error: Plugin failed to install: Admob com.admob.admobplugin (https://github.com/gooogleadmob/phonegap-admob-plugin/)

    Yes, the plugin has been removed from github. Just one day after I managed to show banners and interstitials with it... The C2 monetization nightmare continues <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused">

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Knifegrinder

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