TheWyrm's Recent Forum Activity

  • No problem! Glad you like them.

  • At that time dropbox was free and easy to use with few competitors. So was probably the best tool for the type of user that uses C2.

    As for tutorials It's also been the responsibility of the author to store files, reply and keep it up to date. Which unfortunately doesnt always happen. Perhaps it would be useful to report issues of tutorials to scirra so it can be removed?

  • Colludium I spent most of the day tinkering and I have got to the point where I get a stable 55 fps with 60 physics objects using asm.js. I'll keep you posted but I believe it maybe caused by something else in the project conflicting with the physics engine. Essentially I am rebuilding my game from scratch and testing it on device regularly to find out what is that something.

    So looking promising...

  • Hey Intel dudes,

    Any ideas on how physics can be improved in crosswalk? I can't get anything better than 35fps, see attached capx.

    Any suggests would be welcome.

  • Colludium

    So from my tests of 60 physics objects I get;

    • Box2d web = 32 FPS
    • Box2d asm.js = 35 FPS
    • Box2d chipmunk = 34 FPS

    So yeah, I wouldn't say I can see any massive performance hike for asm.js.

    Then for my bullet test I get 35 FPS. So I assume it uses the assigned physics engine OR it's a complete coincidence.

  • Righto, I'll give it a whirl then as it shouldnt take long to convert. Although I will loose the gravitational pull.

    Colludium and thanks guys. You're legends.

  • Anybody tried this behavior in Crosswalk? Using Box2D I loose 30 FPS

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  • Colludium not so smiley face.

    So I guess I could use bullet with bounce off solids on to replicate the physics. However, does this not still use the physics engine?

    Corona could be an option, but a last one as I don't really want to have to start from scratch.

  • Colludium Nah, I use many physics objects bumping into each other (think asteroid field) and I was getting only 10fps on my first attempt. I just stripped out everything to find the performance culprit. It ended up being two things.

    1. Adjust HSL web effect on asteroids. I can replace this with extra graphics and it bring performance up to 35 fps.

    2. Having any physics objects moving. Having one knocks off about 25fps. Having more than one doesn't impact much more dramatically within reason. So I assume what I'm seeing is the overhead of the phsyics engine when its active.

    However, saying that I have tried swapping asm.js and implemented WebViewPlus. Supposedly asm.js is better for chrome and I'm hoping the nitro js engine speeds it up. So I'll see what happens with my tests.

    I also thought that perhaps I could reduce the intensity of the physics by changing the stepping?

  • So after a bit more digging I found that sprite had a physics behavior. So it seems you loose about 25fps by just having one moving physics object.

    Any ideas how or if this can be optimized?

  • Hi guys,

    I made a relatively simple game and built an android version in the IDK using crosswalk. After disabling pretty much everything (It only spawns a single 64x64 pixel sprite) it runs at about 35 fps on a Nexus 4 (Lollipop).

    Do people have any tips and tricks on getting more out of it? or is this as good as it gets?

    FYI I tried cranberrygames WebViewPlus plugin (Not much of a difference) and changed crossalk versions (stable, 7 and 10).

    Thanks in advance,

    TheWyrm

  • Somebody awesome. thanks for the info. I also discovered the SVG plugin with base64 strings.

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TheWyrm

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