yea I suppose it must be, but i don’t take the credit for this. it is a plug in effect I got from the effects section in the forum called "alpha threshold".
The object of the test was to be the opposite of efficient.
I am new to the browser game concept, when looking into it all I find is mostly 1000s of simple, shallow, derivative but nice looking games hosted on HTML5 gaming websites. I was thinking this is an indication of the limitations of the HTML/JS in browser as a gaming platform. So I just wanted to see what was possible.
I wanted to see how many physics objects could be implemented in a browser game on an oldish low end PC before a game falls over.
also note that I am deliberately disturbing the balls with the dude flying around so that no ball can sleep so cpu has to constantly do calculation for each ball.
Also each ball uses 3 sprites. One invisible for the physics ball, one yellow for the alpha blend liquid effect and one red transparent additive for the glow. So if you have 1000 physics balls you have 3000 sprites to be drawn with quite CPU intensive overlays.
This many physics objects would never be used in a real world browser game but it gives a good idea of the limits of the browser game capabilities.
And I am quite impressed. It gives me confidence to fully embrace the browser game concept with the knowledge that something much more complex than than falling block games or flappy bird is possible.
the layout resets when lower than 20 FPS I dont want to crash anyone PC.
I will maybe do something a little slower and simpler to test mobile