Colludium's Recent Forum Activity

  • Squidster - I like the demo! So, I tinkered around with the developer tools in Chrome, IE and Firefox and, due to my ignorance I couldn't find anything that stood out as a cause for the janking... at first. As you posted already there are lots of frame drops and janks aplenty in full screen. I'm running i7 16 gb with 2gb vram (intel hd4600) - heck, it's a gaming laptop and should eat this sort of game!

    I did spot something of interest when I was using the developer console - I re-sized the game window to see at what size caused the janking to start (I also found small windows were rendered very well, no missed frames etc). I noted that the game was scaled from 1280x720 and, as soon as the game window width exceeded 1280, even by a couple of pixels, the frame drops and janks started (the dt diff went from 3 to 18). With a window width less than or equal to 1280 then everything was good. So, this jank problem is, in part at least caused by some sort of up-scaling problem with c2.... A thought - are all of your images designed to give high quality at full HD or are they just up-scaled from the 1280x resolution?

  • Add the following condition under the on-collision trigger event:

    Text : Pick nearest to PlatformB.X , PlatformB.Y

  • It's not intuitive - check out the Touch object's acceleration values.

  • Did you have a look at the capx that comes with the tutorial? It's all in the big loop that captured the date from the CSS data string. You might be trying to do something that isn't supported - you can only CSS certain objects.

  • The button and text box objects can be edited using standard css like in my tutorial here. However, the progress bar and slide bar have elements that don't seem accessible by this method (it seems better to use sprites in those cases).

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  • Voted for you on Green Light - good luck!

  • +1 !!

  • +1. Good find.

  • You could do to change between chipmunk and native - just enable/disable the bahavior accordingly. However there's no way I'm aware of to change between box2d web and asm.js.

  • Cheers, I've attached the two versions of the test, in case anyone else is interested in tinkering with them. They're not commented because I'm lazy - all you have to do is select the correct physics engine, make sure the correct behavior is enabled/disabled and enable/disable the on-created group as appropriate.

  • So here are the quick results. 1600 circular objects in zero gravity... It was obvious that chipmunk is the most demanding on the cpu. Regarding the other two physics engines, there is little difference between box2d and asm.js performance, IMO.

    These tests were run on Chrome Version 40.0.2214.111 m using r195 and r196.2. r195 was way smoother as you can see when comparing its graphs with the number of the frequent number of large dt values that are apparent in the r196.2 fps graph....

  • I am unconvinced about the fruit asm.js promises to bear. I've spammed almost all of your threads about this Ruskul, I think - and here I go again! And I know Ashley doesn't believe my findings about asm.js not offering performance gains. I'll edit my physics test to compare cpu usage between the different engines.

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Colludium

Member since 26 Aug, 2013

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