Ashley's Forum Posts

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  • This is on our todo list, hopefully we'll support it soon!

  • Your event does not make much sense, it says:

    On start of layout: repeat forever while space is not down: <actions>

    Since the status of whether space is down or not only updates at the end of a tick, this will most likely loop forever and hang the app.

    Maybe you just need to use 'On key released'?

  • Ask Microsoft to support WebGL; they are holding out from supporting it and it means our WebGL effects can't work. Nobody can be sure if they'll add "WebDX" in future, but it would still be difficult to get our WebGL shaders working with it (they'd all have to be rewritten).

    More things IE10 doesn't support: Gamepad, User Media, and some aspects of the Browser object.

  • Welcome to the forums!

  • You could also try Firefox for Android. The latest beta runs really well on my Android 4 phone as well - up to 50 FPS on a device over a year old now.

  • No, the Arcade does not currently support any third party plugins. We are aware it needs to, but it would require a technical overhaul. We want to do this, but can't give any ETA right now.

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  • ...About 58000 objects, pretty stable. But without a reference I don't know if this is close enough to the WebGL test to make it an evidence?

    This is VERY interesting! Compare my results: ~14k with WebGL, and ~85k with Construct Classic. That makes WebGL only about 16% as fast as native. It may be that the browser security check on WebGL buffers causes that much performance difference. However... according to your results, you get ~45k in WebGL and ~58k objects in Classic. That means on your computer WebGL is about 77% as fast as native - almost as fast as native!

    Can I confirm you're using Chrome here, or Firefox?

    Dang, I'm gonna have to buy a new graphics card to check that out more.

    Armitage1982 - according to tulamide's evidence, it's possible for HTML5 to come close to native rendering speeds. I think sometimes a slow computer is just slow... or maybe it's falling back to software rendering for some reason? Have you tried updating your drivers?

  • tulamide - I'm not sure, performance is surprisingly complex. Generally I've found making sprites really big and rotated has no impact at all on performance (in the WebGL renderer), which implies drawing always finishes quicker than the draw call can be made. So I still think that's the case. However, your WebGL performance result is one of the highest I've heard of! It may be that WebGL checks all buffers for security, which can slow it down - but very new graphics cards can do this in hardware, meaning the browser doesn't need to do the security check. I'd be interested to see how your result compares to the Construct Classic performance test here: https://www.scirra.com/labs/renderperf.exe

    If your result is closer than usual, it would be evidence this is the case. Also, have you tried both Firefox Nightly and Chrome Canary?

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  • Pode - Matt Greer? Is that the ShaderToy guy?

  • Closing as not a bug. You should not make the player solid. If you spawn an object inside something solid, this is an impossible situation in the real world, so you should not expect anything realistic to happen either! Try spawning the objects just outside the object, or remove the solid behavior from the player.

  • WebGL renders using the GPU, which means graphics rendering happens equally as fast as a native app. The difference is the CPU.

    2D game performance is much more CPU-bound than 3D games. Basically, those performance tests measure how quickly the CPU can issue a draw call to the GPU, which has a lot to do with how fast the javascript engine is as well. The test machine in the blog post you linked to is very powerful: it's a custom-build quad-core Core i5 3.3 GHz, with an AMD Radeon HD 6570 graphics card. Laptops tend to have weaker hardware to save on battery, space and cost, even if the marketing makes it look as powerful as a desktop, so don't expect them to be like desktop performance. Finally, make sure your laptop is plugged in and not in power saving mode or it will be slower!

    Also, bear in mind even 5400 is an excellent result. How many games ever have more than 5400 sprites on-screen at once? I'd even guess none at all, and your computer can still get 30 FPS even in that case. Even your worst result, 570 - how many games have over 500 sprites on-screen at once? Probably a minority. So your results are still pretty good! You're just not reaching the same standard as my extremely expensive, high-power development machine :)

  • Very cool!

  • You should not create 1152 different sprites, not because Construct 2 can't handle that many sprites (it can), but because it will involve so many textures you may run out of memory on some devices.

    Try to use a single image, or just a handful, and use WebGL shaders (e.g. tint effect) to achieve the effect, if possible.