Ashley's Recent Forum Activity

  • > That sounds like a bug that was already fixed.

    Hey Ashley, any idea when we can expect the slow saving bug fix?

    As the linked bug indicates, that was already fixed in r222.

  • That's what the GPUUtilisation expression is for, but not all devices support it because it requires support in the driver.

  • From the manual:

    Note this measurement is only available on certain systems ... If it is not supported, it will return NaN (a special value representing Not A Number) to indicate there is no value available.

  • Local file/folder saves require that you use the latest C3 release and the latest version of NW.js.

  • It probably means it's bottlenecked on the GPU rendering, not the CPU.

  • It looks like some kind of problem with AdMob's latest update. I'm not aware of any workaround at this time. The best thing to do would be to post to the AdMob SDK forum asking for help.

  • I don't think removing offline support will help you with that. You can delete the exported sw.js and offline.json files to remove offline support, but the browser already downloads everything and may well cache it, so it's not like this gives you any security.

  • I'm quite disappointed in the effects I've tried so far (except the water shader), because they are all advertised along with the rest of the features, and for the most part they are the same old well established effects I've been using for 10 years plus in various Adobe products: (glow, emboss, blur etc).

    These effects run in real-time at high framerates. Image editing tools run effects offline so the performance doesn't matter. I think being able to do Photoshop-style effects in realtime with GPU acceleration is a pretty awesome feature.

    The effects compositor is super complicated, as described in my two-part blog on it: part 1, part 2. This makes it difficult to change. It's also very difficult to do certain effects like blurs - and glows are actually a variant of a blur - due to the complexity of the effect compositor; the limitations of how GPU shader programs are written (providing only limited capabilities that are the small set of things GPUs are good at); and the difficulty in implementing them in a high-performance manner without hammering GPU memory bandwidth, which usually involves additional steps in the compositor to adjust the resolution during effect processing (which is another very complicated change to what is already by far the most complicated part of Construct). So, easier said than done! I think we actually provide a pretty good selection of effects built-in, there are more on the addon exchange, and the addon SDK also lets you write your own.

  • Why do you need to? It provides a useful feature.

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  • Construct has no null type, only numbers and strings.

  • From the Bug report FAQ: (emphasis added)

    Why haven't you responded to my bug report yet?

    We do look at every report, but developer and release schedules mean we may not get round to it immediately. Please allow a few weeks for it to be investigated. If you are waiting, you can improve the chance it is resolved when a developer does get round to it by carefully reviewing these guidelines and providing as much useful information about the problem as possible. If you are missing anything, you may end up waiting a few weeks for a reply simply asking for the missing information, and then you're back to waiting again.

  • SwiftShader is a software renderer. You get software rendering when the graphics drivers are broken.

    Try updating your graphics drivers and installing any available system updates.

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Ashley

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