Ashley's Forum Posts

  • I believe only Google Chrome Frame will actually work. Our engine assumes various features of the IE9+ browser generation are present, and so you'll probably still run in to javascript errors and such using ExplorerCanvas or FlashCanvas. Since Chrome Frame gives you the full up-to-date Chrome browser in IE, it should work fine and with best performance.

  • WebGL can't actually render text like the canvas2D renderer can. So, to render text in WebGL mode, this happens:

    1. Each text object creates its own canvas2D surface

    2. Text is drawn to canvas2D

    3. The canvas2D is copied to a WebGL texture

    4. The WebGL renderer draws the texture in place of the Text object

    If the text changes, steps 2 and 3 are done again. If the text doesn't change, it merely has a static WebGL texture to draw, which is about as fast as rendering a single sprite.

    However there are two things which get really bad performance out of this, which I think you've already discovered:

    1) If you create & destroy text objects every tick, it will be creating a canvas2D surface and WebGL texture every tick. The browser should garbage collect these to prevent it running out of RAM, but I guess it's not a well tested part of browsers because they don't expect anyone to be doing that! Also C2 is smart enough not to create a canvas or texture if the text object is not drawn, so you will only get bad performance if you create lots of on-screen text objects; off-screen ones should not ever create anything.

    2) If you change the content of a text object every tick, it has to keep re-rendering then copying to a texture. Note this is only required in the WebGL renderer: the canvas2D renderer can just draw the text directly. For small objects this is fine, but when debugging games some people use window-size text objects printing loads of data. This can be pretty slow on some systems. It might be better to try using lots of separate text objects. For example, if a single text object is set every tick to "Object count: " & objectcount, then C2 is smart enough to only re-render the WebGL texture when the object count changes. If that's a single line in a giant text object that's continually changing, it will include that line in the re-rendering every tick.

    Point 1 should be an easy fix (don't create and destroy lots of text!) and point 2 should not affect production releases (since you would generally only use large, constantly changing text objects for debugging). Very few people have noticed it really works like this, so I think for 99% of projects it's working perfectly well. But for certain edge cases it does help to be aware how text rendering in WebGL works.

  • If you're after something cheap, Android is usually cheaper than iOS, and Android tablets can be cheaper than the phones. The Nexus 7 would be a good starting point IMO - I've got one for testing and the latest Chrome actually runs pretty well on it.

  • This is a pretty old thread - when it was last posted there wasn't anything official to report on. However it does seem like a Web MIDI API is in the works. This appears to still be a work-in-progress spec, meaning it could be a long way off before it's really implemented in browsers, but it looks like it could be supported eventually!

  • Closing, this appears to be a request for help rather than a bug report. Please use the "How do I" forum for this type of post.

  • The very latest, but you said already that doesn't work. Maybe make your next graphics card a nVidia.

  • iskeen - nothing can be done about your report unless you post a new thread and fill out every field. All that information is required.

  • It's a graphics card driver issue. It's possible the latest drivers still crash your computer, in which case AMD have totally screwed you. Sorry, there's nothing we can do to fix this.

  • It is strongly recommended to compose your levels out of lots of smaller objects, for memory use reasons. Lots of large images can use up all the RAM on mobile devices pretty quickly.

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  • It looks like all they've added is the Fullscreen API. Well, it's very early for IE11 anyway, usually they add more features over the release cycle. Let's hope they add more interesting stuff over the next few previews.

  • Interesting to hear what they announce, if anything. If possible we will make a Wii U exporter!

  • This is very good news! Not only does it mean even better performance on iOS and Android (hopefully), it also makes CocoonJS virtually the only way to get WebGL shaders in iOS and Android native apps. I'm looking forwards to seeing this become reality!

  • Thanks, should be fixed in the next build.

  • Closing as fixed in latest beta.

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