tunepunk's Recent Forum Activity

  • ThePhotons Awesome to see you're already working on a C3 plugin. Can't wait to try it out when it's done and migrate my project! Good job!

  • I'm curious. Would a layout sized Paster object use a lot of memory and use up a lot of fill rate? I was going to try to use it to paste footprints across the map wherever characters go. Would it be better than spawning a lot of footprint sprites across the map? And would it be possible fade those over time?

    Thanks.

  • Good Job! Nice animations! A little bit of polish to the game graphics in general (World and the UI mostly) would make it even better, but keep up the good work! I like these kind of games.

  • You can't argue with Pixi's performance, simply amazing:

    Would be very interested if C3 can take advantage of whatever magic is allowing this

    Yeah, If C2/C3 could implement whatever voodoo, witchdoctor, hocus pocus they are using for Html5/webGL performance, Construct would slap all other 2D engine competition on the fingers big time. :p

    Right now Construct is pretty much on par with most html5/webGL solutions i've seen out there I think, but pixi.....is just ..... mindblowing.

    I mean if you can hit 5000 moving on-screen sprites at 60 FPS, how many games are going to need more than that?

    It's ok on desktop, but html5 for those of us who develop for mobile.... we need some of this kind of optimizations. I think Ashley is assuming that everyone doing mobile games want to do flappy bird clones with max 100 sprites on screen for decent performance.

    This is pretty much what a midrange phone can handle.

  • And now for the phone results. Nokia Lumia 830. Pixi does way better again.

    C2

    UnityWebGL - Not even working on phone.

    Pixi

    I don't know what it is, but there's something Pixi is doing that seems to be superfast. about 10x-20x faster than all other webGL I've seen.

    It's free and opensource, so I hope C2/C3 can take advantage of it in the future

    http://www.pixijs.com/faq

    https://github.com/pixijs/pixi.js/blob/dev/README.md

  • Woah, that was a huge gap.

    C2 in chrome on my iMac

    Unity WebGL on my iMac

    Pixi in chrome on mt iMac

    5000 vs almost 200.000 both are webGL, it's not even a fair comparison? What makes one so much faster than the other... that's what I would like to know. But after all the C3 sales, maybe he can hire someone to optimize and bump those numbers up.

    I think what's being measured from this is the speed of events or gdscript.

    Maybe, but there seems to be something in C2 eating all the resources. Overhead, draw calls, who knows?

  • Interesting, Did you investigate why some where better than others? Did you use a WebGL inspector? My conclusion on another thread was draw calls. Less draw calls/draws = better performance, maybe this can help me investigate this further.

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  • That's what they tried to explain. For every light source you have. Also use a line of sight behavior on that object. If your character is in the shaddow, that means he is also not in the line of sight, looking from any light source.

  • Did you try with C3? It has a better spritesheeting engine. Again though, there's still no evidence this is actively causing any performance issues. Each individual draw call as a tiny overhead.

    Avoiding texture swaps is really hard and makes potentially worse tradeoffs. For example the ultimate way to avoid texture changes is to place absolutely everything on to one single giant spritesheet, so there is only one texture which never needs to be changed. However that reverses the benefits of layout-by-layout loading and guarantees that your game will use the maximum amount of memory at all times, which is wasteful and can cause many games to crash on some devices. Then there's the maximum texture size, so sometimes you have to spill over to another texture.

    So there is no evidence this is actually too slow, and "fixing" it could easily make things a lot worse.

    I'd be happy to try in C3, as I did notice that it bundle even art from other sprites in the same sprite maps. But my project is currently stuck in C2 because of plugin dependencies (photon cloud, and raytracer). Would It be possible to have an option in export for C2/C3 to manually set a target sprite map size? That way we could have a little bit more control and reducing number of sprite maps, and swapping/draws?

    What's the current maximum?

    So would you recommend me trying to bundle most/all of my artwork into the same sprite in C2 for now, or sprite maps as that seems to be the only thing I could do so far to control it somewhat? fewer sprites/swaps/draws seems to equal a better performance especially on mobile.

  • This is unique to C2 preview mode only.

    No, that's from an exported html5 project on my host. I'm gonna run this gif by some other dev friends of mine for a second opinion, if this looks normal.

  • Yeah as I stated above I use Photon at present, but their plans are quite expensive for what you get. $95 for 100 concurrent users.

    Whilst I don't expect that much, it's still expensive.

    95 is not really a lot. If you have 100 players ccu you should be earning enough to cover that pretty quick?

  • SnipG Hmmmmm... I'm getting skyrocketing draw calls on edge when I change sprites, both on windows phone and my surface. but not in chrome. That's odd..... And that's my main developing devices... Is there something in the way the rendering works that is not supported in edge probably? Because it's only this case.....

    I think I need to buy myself a few more testing devices.

    I think I'm going bonkers soon... Been struggling like a madman for months to optimize the game on my windows phone to get the draw calls down and it's an edge/windows phone issue?? God dammit....

    EDIT: Is it possible to have some mobile specific optimizations, because I still think that the texture swapping and too many draws still could be a bit of an issue on mobile, maybe not very noticeable on desktop devices, but as I said before, Those doing large projects, and mobile projects seem to notice "something".

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