Wrapper Expirement

  • TiAm

    Did some tweaks to get that capx working. This can draw a third as many sprites as NW.js can and have the same performance on my pc.

    https://dl.dropboxusercontent.com/u/542 ... 3bench.zip

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  • On this latest test I could get around 400 sprites on screen at a solid 60fps. 850@ 40fps,1000@ 20fps. Then drops off sharply after that.

  • R0J0hound

    On my system I see a much bigger discrepancy. In any case,it's definitely CPU bound, as my cpu is what maxes out:

    rojoWrapper: ~1,000 object

    node 10.5 (keep on keeping on): ~25,000 objects

  • Very interesting, cool stuff. Performance is my main gripe with Construct 2, too.

  • You should make your own version of Construct 2 using python, the beauty of python if I remember correctly is that there's only one correct way to write the code, so it would be perfect for use in something like an Event system.

  • Not much progress as of late. The culprits are technical difficulties mainly, so I have to change my approach.

    Nesteris

    It's a cool idea, but I don't have enough time for such a project. Python would be a cool language for the editor, but no so much for speed in the game itself. I'm using it here because it has allowed be to make the wrapper fairly quickly, but the side effect is it runs slower.

  • Not much progress as of late. The culprits are technical difficulties mainly, so I have to change my approach.

    Nesteris

    It's a cool idea, but I don't have enough time for such a project. Python would be a cool language for the editor, but no so much for speed in the game itself. I'm using it here because it has allowed be to make the wrapper fairly quickly, but the side effect is it runs slower.

    How slow would we be talking; noticeably slower or slower in the sense that you'd need to benchmark it to see the difference?

    I was thinking Python since it's perfect for something like an editor in the way Construct 2 has one, and it doesn't "collect garbage" like JavaScript if I'm not wrong. It could be great for 2D games since they probably won't need max specs, but I doubt it could be used for 3D games (Imagine what the specs would be if Crysis was done in Python ).

  • Well according to benchmarks JavaScript is anywhere from 3 to 60 times faster than python.

    http://benchmarksgame.alioth.debian.org ... g2=python3

    Python is still garbage collected and yes it can be used for games, even 3d ones. Usually though for 3d the engine part is made in C and python is used for the scripting parts that don't need to be fast as possible.

  • Have you looked this library?

    https://github.com/StevenChristy/SFML2-V8-Binding

    btw, can you try this game if is smooth and faster on your pc?

    https://code.google.com/p/proto-engine/downloads/list

  • Well according to benchmarks JavaScript is anywhere from 3 to 60 times faster than python.

    http://benchmarksgame.alioth.debian.org ... g2=python3

    Python is still garbage collected and yes it can be used for games, even 3d ones. Usually though for 3d the engine part is made in C and python is used for the scripting parts that don't need to be fast as possible.

    Why is Python so slow?

  • Joannesalfa

    I have, but I'm wrapping the html5 api to sfml. It's not an issue using a graphics library since I'll only be using a small subset of it. The issue currently is I haven't been able to build the V8 library yet.

    That game seems to go fast, but I have no idea if it's faster.

    Nesteris

    Because it's interpreted. So is Javascript for that matter but it's faster because portions of the code is compiled to machine code when it's run.

  • R0J0hound

    Is it possible to compile the entire code to machine code? Or would that defeat the purpose of coding languages?

  • With some programming languages you can, but with python and js you can't, at least not fully.

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