Gianmichele's Recent Forum Activity

  • Have a look here:

    http://tangiblejs.com/posts/nw-js-electron-compared

    Particularly interesting the render engine (blink vs webkit). I have been following the jank issue in chrome bug tracker and while it is getting better, they admitted that they have still several other structural changes before they get rid of it and that could take time.

  • Anyone tried Electron from github as an alternative to NW.js?

    Would be interesting to see a real world scenario with a game like Klang to compare the two.

    http://electron.atom.io/

  • I was researching a bit desktop wrappers, and I came across Electron (formerly Atom shell).

    http://electron.atom.io/

    It looks interesting and I wonder what are the real differences with NW.js, in terms of speed and smoothness (janks).

    So far the interesting part seems to be the smaller file size generated and code protection that does not cause a 30% hit on performance like NW.js

    Ashely: have you thought about running some test to see how this compares?

  • From this link:

    http://www.raywenderlich.com/114313/tvo ... mpressions

    "As mentioned, the first method of making apps is via TVML, TVJS, and TVMLKit. If these abbreviations sound foreign to you, don’t fret because they should. Here’s what they are:

    TVML is a form of XML and stands for “Television Markup Language”.

    TVJS is set of JavaScript APIs which provide you with the means to display apps created with TVML.

    TVMLKit is the glue between TVML, JavaScript, and your native tvOS application."

  • I have the same problem with most of the exported games. For example I can't play any of the games from Mojiken.

    http://mojiken.itch.io/

    I keep getting the application can't be opened once I launch it.

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  • I understand your logic perfectly. To me though the problem is not that there's a thrid party involved, which in unavoidable, rather the fact that the main focus of the third party is not gaming performance, cause let's face it, google or apple don't care if there a bit of jank every 30 secs on a web site/page, but for a game that is a totally different story.

    > Ashley: I know you're probably sick of me pointing to this, but I would really love for you to read these two articles and then tell me if this is not a technology worth considering

    >

    Given the number of people here criticising us for "depending on third parties too much", I am extremely wary of adding any additional technology dependencies in to the C2 workflow. Even if Haxe works pretty well, we could still get shafted by compiler bugs, missing features and unoptimised parts that kill the performance. In particular I think Stencyl got burned by some of these types of issues. I'd rather stick with HTML5 - it may not be perfect, but it's improving fast and has some huge players backing it, such as Microsoft and Google.

  • Gianmichele Haxe looks awesome! I have been thinking about it for a while.. I'm gonna try out the Three.js Haxe port and if that can compile that to more than JS I am totally sold on Haxe myself <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Yeah, I have been playing with it for a while. Haxe in itself is pretty bare bone though. You're going to need a framework of some sort.

    OpenFL is one of them but even though it mostly works, I don't really like the status of flux which it seems to be constantly in (Stencyl is suffering from that).

    I'm using Luxe engine for now, which although is stil in alpha, is rock solid and with a super plan behind it (read editor and consoles too!).

    Have a look here for more infos:

    http://luxeengine.com/

    http://snowkit.org

    I'm really waiting for the day Scirra is going to embrace a technology like this.

  • Ashley: I know you're probably sick of me pointing to this, but I would really love for you to read these two articles and then tell me if this is not a technology worth considering:

    http://notes.underscorediscovery.com/haxe-from-1000ft/

    http://notes.underscorediscovery.com/haxe-entry-point/

  • Hey there Ashley,

    wouldn't it be great to have like a small picture journal to see the evolution of C3? No text, explanation or lenghty articles, I know it's way too early for that, but just a picture let's say every month to keep the excitement going?

  • 16 fps on a iphone 6 latest Safari

    I think this is a good benchmark. I would expect current hardware (and not so current too) to fly through it!!!

  • I was actually speaking specifically from experience in trying to port Cosmochoria to Wii U. It did not run well on the Wii U dev kit, even after lots and lots and lots of optimizations. The question is not whether the console has the hardware capabilities, it's all down to the simple question of how well it supports & optimizes javascript/html5. We're not dealing with some kind of console native code running on the console here.

    I think the main problem here is because Nintendo webkit is still a canvas implementation and not a webgl one. If and when Nintendo switches that should be perfectly right for games like yours (which is great BTW)!

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Gianmichele

Member since 4 Nov, 2013

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