Knifegrinder's Recent Forum Activity

  • Nope, nothings with Touch.xxx

    but, work with emulated.

    Do you mean the "emulated gyroscope" values? They're working on your phone?

    If so to obtain your device inclination try to use those expressions:

    alpha = atan (touch.AccelerationXWithG / sqrt(touch.AccelerationYWithG*touch.AccelerationYWithG +touch.AccelerationZWithG*touch.AccelerationZWithG))

    beta = atan (touch.AccelerationYWithG / sqrt(touch.AccelerationXWithG*touch.AccelerationXWithG +touch.AccelerationZWithG*touch.AccelerationZWithG))

    gamma = atan (-touch.accelerationXWithG/touch.AccelerationZWithG)

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  • Yes the orientation to beta alpha and gamma...

    i tried on Chrome for Android, and nothing, don't work, some solution or something, maybe fix it with cordova for android idk !

    Hi Souki

    Try to check with chrome this little app: http://testkg.altervista.org/tacc/

    If you can see the second pair of values working your phone is simply missing gyroscope and you cannot use touch.alpha/beta/gamma to retrieve the device inclination. You'll have to use touchaccelerationwithG values and some trigonometry to retrieve it with the accelerometer.

    If you can't see anything working there's probably something wrong between your phone sensors readings and chromium.

  • +1

  • Hi to all Constructor,

    what are the best commands to increase the performance on mobile.....I have a few questions to clarify,:

    I need to move my character simply always on right direction

    - on platform behaviour is better to use the command 'simulate control pressing right' or use 'set vector (X)'?

    (same question for jump action of my player, is better to use 'simulate control pressing jump' or 'set vector (Y)'?

    Either solution is valid.

    - solid behaviour have a strong influence on the performance?

    No

  • The CPU usage is incredibly high even on my desktop machine.

    Probably there's something wrong in your event sheets causing this cpu drain. Can you share your capx?

  • Ragtime

    Sorry but this lags also on android high end devices and a game like this should really run smooth even on an old iphone.

    Here are some tips.

    1) (Most important and probably the real cause of your lags) NEVER use text objects updated every tick with WEBGL turned on. Remove them and let me know if you're gaining some performance.

    2) If you want to test on iOS don't use chrome. Chrome for iOs is a skinned version of safari. Try the CocoonJS launcher instead or an exported ejecta build.

    3) If you're targeting iOs, even if you're using CocoonJS or Ejecta use Canvas2D instead of WebGL. I've never seen a game run better with WebGL turned on on iOs. The situation will revert only when iOs8 will be out since this update will contain (finally) a proper native WebGL support and a modern JS interpreter.

  • kbm I think hmin refers to the assets folder inside the app_src folder. You can find it downloading the Crosswalk binaries. You'll have to pack your app by yourself without using the intel XDK cloud compiler. Currently there's no way to enable the ignore-gpu-blacklist flag with the Intel XDK.

    See here: https://crosswalk-project.org/#documentation/downloads

    hmin

    Regarding my performance issue. I have a device powered by an Adreno 305 GPU that AFAIK it's not blacklisted and when I check the current renderer with the C2 system expression I get the "WebGL" string (there's no swiftshader on android and I should get "Canvas2D" as a result if I'm blacklisted, am I right?)

    I had the performance drop migrating form XWalk5 to XWalk6 but when I test my game on the device browser I don't see any difference between Chrome 34 and Chrome 35.

    Since nobody else on this forum noticed it I'll do some profiling on my device.

    A little edit:

    I read the last pages of this thread and I found a lot of misunderstandings.

    hmin is talking about the CrossWalk project, not about the intel XDK cloud compiler based on it.

    Joannesalfa: hmin didn't suggest you to use phonegap instead of crosswalk. Since Crosswalk has native support for the cordova extensions you can use them inside it without using the native webview. Unfortunately the double name phonegap/cordova is still generating a lot of confusion.

  • Am I the only one who had an huge performance drop with XWalk 6?

  • Thanks Silverforce, but are you getting the same frame rate as the stable build?

    cesisco

    Do you have a device with a blacklisted GPU?

    Crosswalk v5 adopted the chromium GPU blacklist while v4 seems to skipping it. (See here)

    Since almost 1/4 of the android devices out there have GPU blacklisted by the chromium team this may be your issue.

  • Another framework for HTML5 game is called Phaser provides seamless using tilemap in fullscreen.

    Those results are the same you can achieve in C2 using pixel rounding and low quality fullscreen scaling.

  • I filled a bug report regarding an humongous glitch that happens on a lot of devices since v2.0 (even in the demo packed with the launcher!!!).

    Today (after my decision to use crosswalk and never look back) i checked their support forum and I saw this:

    "10 days ago - 0 votes - 0 answers"

    I used to be pissed off when CocoonJS was the only viable solution to export games on android devices, but now I'm laughing. I can't really imagine a company with such a bad organization survive the market laws. They HAD a jewel and two years of advantage over their competitors and wasted all of it.

    In the near future even low-end mobile CPUs and GPUs will be able to run full browsers at full framerate and solutions like CocoonJS will be useless and out of date.

  • Do you have any plugin installed on your browser? If so try to deactivate them one by one.

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Knifegrinder

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