Ashley also said that he won't be checking this things out, that he used a lot of time to optimize things for general purpose usage. And i believe him. So why would i waste more time for this then he already did. Also if he believes that he can't optimize further (i think he can, but it's time consuming) then i'm fine with it. In the end it all comes to how your game performs on different platforms and in the end it's not about the engine, it's about the product that is made with that engine. For some tower defense games and such stuff that i am preparing to do, the engine itself is more then enough good. A lot of people complain about performance and such issues but they mostly come from compilers and wrappers (xdk / crosswalk / etc..) or users creating huge games that are overblown in size, etc, not following image usage and so on and so forth..
i've built one game for PC as my own testing of engine and i've noticed that even with loads of objects and over 100 000 collision checks per second everything works fluidly.
but particles are badly optimized, also for some reason, collisions appear to be higher then they should be, i mean collision system is pretty bad and every optimization is godlike for that - why? because when you have a screen like this:
http://imgur.com/J2lEi4e
you don't expect 1095 collisions per tick, let alone 60 000 per second, and CPU usage of 30%.
Ashley - can you elaborate this?
for more info - ignore the object count - it's particles mostly and most of those objects have collision disabled.
these objects have collision enabled:
boats, player boat, islands and cannonballs, and that mine up there.
so if you count all the "collidable" objects the count of them on this image is - 26.
how do i get 1095 / 60 000 collision checks from 26 objects?
forgot to mention this is on a gtx980M 8GB ddr and 4860HQ processor (3.6GHz) - and 30% usage ? wtf?