Zathan's Recent Forum Activity

  • Thanks guys, now I know it isn't just on me

    And Ashley, any idea why this happens?

  • Mobiles most likely, where memory is much more critical

    Hm.. makes sense. hehe

    I'd be curious to see your performance test because my physics stress test (basically filling up a bucket with as many small objects as possible) gets to a 3x higher object count with asm.js. The asm.js version is like a native-compiled version which browsers should be able to optimise like native code.

    Here is the capx: https://dl.dropboxusercontent.com/u/191 ... Box2D.capx

    Till 800 objects, my fps is stable. Then, goes down (web and asm.js).

    I don't know why, but I'm getting exactly the same performance with both..

    My specs:

    GTS 450

    X4 955

    4gb RAM

    And Ashley, one more question: Web and asm.js handle just the physics behavior or every collision and things like that?

    Thanks.

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  • The new C2 version comes with improvements to the asm.js, and from what I could read, it's far better than the web version of Box2D.

    So, I made a test to compare both:

    Hundreds of squares, with the physics behavior, falling in a concave platform. But, I couldn't notice any difference of performance between both..

    So.. that's my question: where we can see the said difference?

  • So... is there something new about that?

    I downloaded the new version of node based on chromium 41 and, yeah.. it's better.

    But remains a 'random' jerkiness... I think it's being gradually fixed. lol

  • Yeah, sorry about that, I've looked in to it and it's a real pain. Our UI library is a big black box of another company's code and modifications can be really painful. I last looked some time ago though, I'll try investigating again and see if there's any other workarounds we can do.

    Wow, Ashley!

    Thank you very much for the tabs fix

  • Well, i found a workaround hehe

    Thanks anyway

  • Bump..?

  • Nobody? \:

  • https://www.dropbox.com/s/8u3wmnwil3t4w ... .capx?dl=0

    Every time I change the gravity direction, I want to change the sprite image point that the magicam is following.

    • If the gravity is normal, I set an image point in the top of the sprite.
    • If the gravity is inverted, I set an image point in the botton of the sprite.

    But seems like the cam is 'glitchy' with this.. every time that you turn gravity to normal, the cam Y is higher..

    Can you guys take a look on the capx?

    Thanks!

  • Can confirm tons of jagging in Firefox! Tons of screen tearing as well, though that might be due to my GPU driver having V-sync issues as well.

    What about IE? same vsync issues?

  • Are your graphics drivers up to date?

    You also reported that IE11 is affected, which generally has had the best v-syncing quality. Are you sure it's affected? Is it the same on other systems? Are you sure it's not just that computer?

    I'm with that 'jerkiness' on Chrome and Node for sure.. IE run my game just fine and I don't know about Firefox.

  • TiAm

    Yup, exactly. This isn't an issue with node-webkit... happens with the browser too.

    How Unknow01 said in other post: "It is like.... smooth movement... jerk jerk jerk... smooth... smooth... jerk jerk... smooth..." hehe

    And Ashley, my system specs are:

    GTS450

    Phenom II X4 955

    4GB RAM

    Windows 8.1

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Zathan

Member since 1 Jul, 2012

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