Threads like this are pretty confusing. I have no idea what this thread is even about any more. Is it pathfinding? iOS performance? Android v-sync quality? Physics bugs? Minification settings? I can hardly follow the discussion and every time I post someone brings up something different. I think if you want a proper discussion about these things, you should start a separate thread about one subject so we can properly focus the discussion.
The thread is about "Stutters" as I stated on my first Post
[quote:1b834pl4] What are the issues?
-Stutters on exported Games made on c2/c3
-Code Executing is much slower on Webview than Canvas+, as a result, making some Games unplayable
And if you go farther down there is a section (Tests & Capx for "Stutters") where I post a Capx & two Videos Test done in (iphone6 & iphone7)
1-The stutters issue is not only locked to Apple devices as it happens on Android swell so it makes sense that anyone experiencing the stutters will replay to this post doesn't matter is using Apple or Android Devices
2-As we don't have any official explanation pointing directly to what is causing the "Stutters" yet, we have to keep guessing, testing, and sharing experiences, probably that's why you find different topics related to stutters
3-The PathFinder case I think that I explained already
But is ok, now don't worry about it as I will answer my own Questions by myself
Based on the Blog post from today (The architecture of the Construct 3 runtime)
[quote:1b834pl4]The Goal of this thread?
[quote:1b834pl4]-Why are this issues still happening in 2018 with all modern devices
Because is still using The old runtime
[quote:1b834pl4]-what is the cause of this problems
The old runtime — and most other existing web-based engines — are essentially locked to the same CPU core as the browser. It uses the same execution thread as the browser itself does for many tasks, known as the main thread. This means if the browser does some work — or even an iframe or background tab, in some cases — it can interrupt the main thread and prevent the runtime from doing work. This is one of the causes of jank (small pauses that interrupt the smoothness of the game)
[quote:1b834pl4]-And what are you Scirra doing to Fix these Problems? especially now that you started to charge Yearly Payments
We are aware of the Problem and we working on a fix in the New Run Time
Since I know this now I can finally decide what to do next instead of waiting for answers and possible fixes
-I know it cannot be fixed in c2/c3 and there is no (Webview or Canvas+) that can fix this, so I have to find a workaround and probably Start removing important elements from the Game example (PathFinder) and any other thing that pushes a little bit the Engine to stop the Junk, I'm not happy with this but what can you do is that or no Game at all
-Option two will be to wait for the (New Run Time) and finish the Game there but the problem you haven't give us an estimated date to when the new Run Time is coming out, it can be (days, months, years)
You see it wasn't that hard isn't it, we would have avoided many misunderstanding & confusions and stress unnecessary if we had gone straight to the point