To which ever is making the Spriter Plugin for C2. I have a request based on technical review over C2 and Open/WebGL.
I am asking that the entire image object structure be done. After having read recently to Ashley's statement in gagillion zillion download thread. Ashley mentioned that each game object even if using the same visual image is in fact a different image and will result in an additional draw call in WebGL.
After having done some research I can confirm that the more Objects in the game the more heavier the OpenGL drawing system is tasked in regards to the draw call. Having done some tests I found out that preview C2 tests is that preview never uses an image atlas. I also found that an exported game will use an image atlas. This results that with carefull design that our games can have better performance when exporter.
Why is this important. because on mobile devices we have very limited number of Draw calls to use. The iPhone should limit to 25apx, iPad 100, of course newer devices probably 150 to 200 and PC I can imagine around 500 or so. But this isn't a request for PC's.
Complicated Spriter entities can use many different parts. To show that the Basic_Platformer_object has 45 Objects. This means that alone with no other objects on the screen that spriter object is going to use 45 draw calls in Preview and Export.
If i'm target a mobile device where I have say about 100 draw calls that Spriter object is going to use almost half my entire draw limit if I want to maintain GPU performance.
If Spriter Plugin could instead use 1 Sprite Object, but instance itself, use frames and animations for the graphics then we could get a Spriter object to reduce the number of draw calls. Of course there is still layering and all of that, but this would offer a much needed performance assistance for mobile devices in C2 games.