damjancd's Recent Forum Activity

  • Implementation of Any, ANY of the things mentioned in Bret Victors speech here: https://vimeo.com/71278954

    Literally just copying the user interfaces, the way things are presented, the high improvisational nature of simultaneous processing (some aspects of this are already implemented in the C2 debugger but in no way it is as seamless)

    UX UX UX. Please, it makes MOUNTAINS of difference.

    Ashley, would it be offensive if I offer to pay you to watch the video? You can just say you did of course <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> But I'm willing to invest in this. It goes so well along many of C2's maxims of approachability, ease of use, simplicity... If this is offensive, please accept my apologies. I can pay in BTC. 50 usd?

    It's beyond me why Bret Victor says that someone "else" will build this programing environment, but in essence that means anyone can copy use it in their own work.

    Thanks

  • Actually I had 30 collision checks per second, so 3 checks per tick. This is highly reasonable amount So I won't go for further optimizations in terms of collision. Will find the culprit in another area.

  • mars1985 I'm not using intel XDK, can it be more CPU efficient than CocoonJS with WebGL off? Because that's what I'm using, and it's not a barbecue like before I optimized but it still runs hot and drains battery with great dedication.

    usman Haq In general I use the very minimum of groups. Only those necessary to be on at a time. So with 30 collisions per tick, does your game run hot on iPhones?

    BTW I'm testing my hotness of iPhone in low battery mode on the iphone6. Maybe I should test it without that too.

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  • Thanks. Will check that out. I have barely 30 ticks for collision checks. But will try to bring that down. I have a few ideas on how to disable physics on anything further away from me. Since there's no interaction beyond 200px of the player.

    And thanks for the link Will go through it in detail.

    I guess I will do some practical tests too, to see what drains the battery the most, when it makes too much heat etc.

  • My game is getting hot. Not too hot so I can't hold the phone, but quite hot. I haven't seen a 2D game on iOS that does this.

    What causes this CPU overload or GPU? VRAM overload?

    What should I focus on, reducing number of objects (100 objects for now), reducing number of events running constantly? Reduce VRAM (25mb as of now)?

    Which would cause most problems in terms of heat?

    BTW Game is running oh so smooth at 60+ FPS 99.9% of the time.

    Thank you

  • DatapawWolf Not my site. Someones website. Or rather, madebyevan website

    Ragevortex There's even gravity that you can enable if you can press the G key.

  • http://madebyevan.com/webgl-water/

    It even works flawlessly on an iphone 6.

    And here I am barely managing to place a good Blur WebGL on mobile

  • I'm way beyond that Thank you all.

  • Always phone test since you might get black screened at the last minute. Or the entire thing could stall completely have like 5 fps. Always test on mobile.

  • I was thinking that I should pimp my version of C2.

    Remove the gradient up top, darken things up so I feel like more of a coder. Just generally darken everything up.

    At the moment this is my setup:

    I'd love if I can move the "FILE HOME VIEW" etc menu to the upper half. Where the mini C2 logo is situated. I'd get some display real estate like that.

    I'd love to remove that gradient up top. Bloody windows. Maybe make the lowest bar show only the info necessary, and hide all the rest, so the view clears even more.

    Show me yours guys.

  • linkman2004 Yup constantly testing on an iphone 6 in low battery mode (1/3 of CPU) and profiling in chrome to see who is the biggest culprit. Maxspeed was definitely not the culprit But I wanted to tweak what I can.

    I really don't want the iPhone to heat up, so I keep everything to a bare minimum.

    I'm running 90 objects, 40 collision check ticks, with 28mb RAM usage for a fairly complex physics game.

    I'm also asking since I might want to base more onto this process later on.

  • Textbox shouldn't do that. What are you using to test on mobile?

    BTW if you need to publish your assignment, and it's on iOS, take into account there's like 2 weeks approval waiting processes.

    You can use CocoonJS to run it on mobile immediately though. It's mostly drag and drop to launch the project.

    You'd have to use a plugin for textbox when using CocoonJS though. Plugins are really easy to install, you'd be done in 5 min time.

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damjancd

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