2. Chrome runs like absolute rubbish below 60fps
For some reason, any time a C2 game dips below 60fps in Chrome, bad things start happening. 59fps is literally unplayable in a fast-paced action game like Airscape.
This may or may not be more of an issue on fillrate intensive games, more testing needs to be done here.
If this issue was fixed it would bring an 100% increase in effective performance in C2 games, as anything from 30-60fps should be perfectly playable.
I think this is relative to the computer. My game is getting quite large. It runs at 60 fps on my desktop. I have an unbound layout and uses a minimap. It keeps track of every object in the "game world". I have spawners constantly spawning objects. I have to cap the spawning at 500. If I run the game layout (not hitting F4) it skips loading my cap code. So in testing I always see my game get taxed and when the object count goes up over 800 the fps dips and 50 fps looks horrible. However, on my ($400 USD) laptop (i5 4GBram) running the normal game it runs at around 35-40 fps but totally plays fine.. you can tell it's not as "tight" as my desktop, but I had a play test at a small festival and no one noticed anything.
But I'd like to offer any support I can to put my vote in to support C2 for desktop games. I've been working on my game for almost 2 years and while I wish I was using Unity, I wouldn't be ANYWHERE as close as I am now to finishing this game. And I wouldn't have grown into gamedev without the success I've had with C2. I've used many game engines, Spring, Torque, Unity, Gamemaker, Unreal, Xcode, and even some engine that came with a book I bought in 1997 called the Black Art of Windows Game Programming. So I very much appreciate C2 and would love to see it support larger games.