Content tagged performance

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Blog Post
Construct's effect compositor: part 2
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This is the second blog in a series about the code in Construct that renders effects, called the effect compositor . In case you missed it, be sure to read part...

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Blog Post
Performance isolation for HTML5 games with Web Workers
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I mentioned on Twitter it might be nice to get back in to blogging while the world's in lockdown. So here we go, the first in hopefully a few new blog posts! As...

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Blog Post
A brief history of graphics on the web and WebGPU
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Graphics technologies have changed a lot over the years, including on the web, and the web is on the cusp of its next big change with WebGPU on the horizon. In...

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Blog Post
From WebGL to WebGPU in Construct
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This is the second in a series of two blog posts about web graphics, WebGPU, and Construct. The first is A brief history of graphics on the web and WebGPU . Hav...

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How JavaScript beats GameMaker Language (GML)
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Construct supports Javascript coding in addition to its block-based approach. Javascript is an industry-standard language used widely across browsers, servers a...

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Blog Post
Outstanding game performance with Construct
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Construct is a web-based game development tool, with all its games powered by browser technology. Some people still think browsers are slow for gaming. We're he...

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Blog Post
Export smaller projects with WebP images
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Construct now supports using the WebP image format when exporting your projects. It can reduce the file size of images by 20-30% with few downsides, helping ens...

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Blog Post
RTS devlog #7: optimizing performance for 1000 units
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In the previous devlog I focused on getting intense multiplayer combat with 1000 units to use just 50kb/s bandwidth. Now it's time to turn to the CPU performanc...

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Blog Post
Introducing Construct's new WebGPU renderer
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After years of work, we're proud to finally start wider testing for Construct's all-new WebGPU renderer! This is a major technology upgrade for Construct, with...

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Mobile performance and optimizations tips
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So I just released an Android game, which is far from done to be fully share and made aware of. But since early development, I've been hitting on some (fairly l...

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