Construct 3 - many questions (native exporterts)

  • paradine - as I keep saying, many games we see are GPU bottlenecked, so would not run faster in a native engine.

    Ashley you know that this is not true, even if the projects of some users are poorly optimized, the examples provided with C2 are not.

    And even they work not well with the most of mobiles using XDK or Phonegap. (15 to 30 FPS default even if the game at runs the same speed you can still see the visual differences between 60 and 30 fps)

    The good thing is that the new Canvas+ by ludei is working well on mobiles even if the exporting process has some more steps that you have to do manually.

    I don't want to offend any solution for the exporting process containing mobile gaming, but it seems like Cocoon.io seems to be the better than Crosswalk at the time.

    (But I don't want to open another disscussion about this because there are already over 100 of this kind...)

  • paradine - as I keep saying, many games we see are GPU bottlenecked, so would not run faster in a native engine.

    Ashley - but many are CPU bottlenecked, they would run much faster in a native engine, I guess.

  • I always ask to see CPU-bottlenecked .capx projects. Usually either nobody sends me any, they send such appallingly inefficiently designed games it is obviously just bad design, or they are actually GPU-bottlenecked. Please do send any good examples of CPU-bottlenecked games, so I can investigate if our engine needs optimising. I rarely see such examples though, which is why I have concluded most games are not CPU-bottlenecked.

    TheRealDannyyy - if a game runs at 15 or 30 FPS that could easily be due to GPU bottlenecking, or using software rendering due to poor quality drivers (in which case native engines would be susceptible to crashing, failing to work at all). Neither of those cases is much better by moving to a native engine. Anyway, if Canvas+ works better, that's not a native engine either, it just highlights that perhaps there is some issue with Cordova/XDK, and they can be improved, I don't see why this requires a native engine to solve.

  • Quite correct Ashley. Bad design in game makes it worse. One cannot produce game in short time. Some might yes you can but, I do not think so. I have been in game world since 1990. Needs lot's of work behind good game. One cannot blame Construct 2 if one has badly design game. If you have to many animations, it will bound to slow down. Blaming C2 is not the answer. For this reason I don't see why this requires a native engine to solve.

  • ... it just highlights that perhaps there is some issue with Cordova/XDK, and they can be improved...

    That is right but Ashley do you really think that this will happen in the next months or even years?

    The only thing that kinda helped with another issue (the size of the apps) has been slighly improved 1 or 2 weeks ago and this issue with the size was there since the beginning of Cordova (Crosswalk) compiling/exporting.

    I do even think before cordova gets a performance fix update, mobile browsers like mozilla or chrome will be able to run the apps smoother and overall better than cordova does at the time.

  • "native" is getting harder to define, anyway. Would WebAssembly count?

    Ashley I was was wondering if you were planning to do a blog post on WebAssembly and what this news means to C2 and C3 future.

  • I recently bought a unity template (match 3 game) which runs absolutely amazing.

    There is SO many animations, particles and physics.. No lag at all, runs perfect on all of my phones.

    I created a similar game in C2. But only with one animation (5 frames) and the game lags on 8 out of 10 phones.

    Not sure about bottleneck, as an issue

    not quite sure what to think anymore. native is not better? - not buying it

  • I always ask to see CPU-bottlenecked .capx projects. Usually either nobody sends me any, they send such appallingly inefficiently designed games it is obviously just bad design, or they are actually GPU-bottlenecked. Please do send any good examples of CPU-bottlenecked games, so I can investigate if our engine needs optimising. I rarely see such examples though, which is why I have concluded most games are not CPU-bottlenecked.

    Example: Make a game ---> runs bad ---> maker think: "Holy shit, have make mistakes in the design" ---> make a simple test capx with 5 sqares (staple it and a ball crashed it [physics]) with the result that the frames go (heavy) down ---> Ashley: tell me please: how can i optimized my game with this basic requirement????? Clairvoyance????? Vodoo????? Bath in holy water????? Deal with satan????? Brainoperation????? Smash pennys in a well?????

    Here are lot of users, they have big problems with c2 at the moment and you say its the bad .capx-design?!?!?! I don´t belive you because its very easy to make a short exsample .capx (5 square) and testing it on mobile. The people can see directly the results and you say its bad designed .capx

    Edit: on mobile-games

  • I am sorry but, I do not agree and there is no lag C2. If one tries code in C2 one has to decide on how to implement it. No good blaming Ashley. He has given you tooled to do whatever you wish with it. If you try to have 1000 of Animation and then complain about lagging, that is not Ashley fault but, designing fault.

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  • Example: Make a game ---> runs bad ---> maker think: "Holy shit, have make mistakes in the design" ---> make a simple test capx with 5 sqares (staple it and a ball crashed it [physics]) with the result that the frames go (heavy) down ---> Ashley: tell me please: how can i optimized my game with this basic requirement????? Clairvoyance????? Vodoo????? Bath in holy water????? Deal with satan????? Brainoperation????? Smash pennys in a well?????

    Here are lot of users, they have big problems with c2 at the moment and you say its the bad .capx-design?!?!?! I don´t belive you because its very easy to make a short exsample .capx (5 square) and testing it on mobile. The people can see directly the results and you say its bad designed .capx

    Edit: on mobile-games

    Then why not post this .capx so Ashley and others can try it?

    Just moaning without posting an example is less than pointless.

  • zenox98 I agree with you totally

  • c2 optimization is hard especially for mobile look at this game i made (i use physics and alot of stuff but no lag ever !)

    (with c2 if you make a game in 1 day you must spend 2 day for optimization !)

    play.google.com/store/apps/details?id=rts.mahdi.heydarzadeh

    but if you want to make a html5 game i say c2 is the best

    if c3 be nativ or be like a asset for unity that can sell so much

  • Then why not post this .capx so Ashley and others can try it?

    Just moaning without posting an example is less than pointless.

    The capx will likely run smooth as butter. I think what he means is once exported to mobile it will run like crap.

    But that's more to do with mobile export/wrapper options.

  • i've never seen a complete game demo capx exported to mobile that does not run like crap. Can someone link me to one?

  • If for C3 the collision detection could stop failing below 60FPS that would be nice.

    Maybe also improved object picking (rather than adding "For Each" you could have a small row of checkboxes in events for pick "one", "all", and "random" from objects satisfying pick conditions, also inverse picking would be nice, and for sub-events to be able to alter the list of picked objects to disqualify objects for next sub-events), this would help so much with decreasing code duplication.

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