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Just like to say thanks to the C2 Team. The physics performance is outstanding. I built one or two test programs ages ago to see how the physics engine performed. These run great now at 60 fps <img src="smileys/smiley20.gif" border="0" align="middle" />
spongehammer That's very good to hear! I'll have to try it once I get home tonight. Do you think it's possible to share the CAPX of the physics test project you built? I haven't done any serious test yet nor do I have the slightest idea of how to make one.
Glad to hear the performance is better!
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I note you mention in your blog, Ashley, that it runs better on Android, but then state that Cocoon users should just keep to their native physics.
Are there any way to sell Android games with this new 'engine'?
Well, you can use either. CocoonJS physics can be a little bit faster, but also has some bugs which might make you want to switch to asm.js. It also means you can just leave it on the same setting for publishing to both Android and iOS.