Ashley's Recent Forum Activity

  • 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?

  • 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.

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  • 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.

  • You can detect 'Is updating' and 'On update ready' with the browser object. If an update is ready, you can also use the Browser object to refresh the page, which will "install" (use) the update. In Chrome you can also watch the browser console for status messages about the app cache.

  • We don't have a Kindle Fire to test on, but if someone's got one and they could run this:

    http://www.scirra.com/labs/sbperf/

    It's our favourite performance test to check out new devices. It will report a score after about a minute.

  • Audio engines in most browsers and platforms are simply not sophisticated enough to even provide a pan option. It's only supported where the Web Audio API is supported, which is currently only Chrome on desktop and iOS 6. It's apparently coming eventually to Firefox, but it doesn't look like it will be supported on IE (including Windows 8), directCanvas or CocoonJS for a while. We've been holding off adding more advanced audio features since the support is so patchy. People tend to assume everything works everywhere then become disappointed or think it's broken if it doesn't work on a certain platform.

  • Thanks for confirming, glad everything's sorted now! :)

  • Not a bug: you only have a .m4a file, which only IE and Safari will try to play. You need a .ogg for all other browsers. If you import .wav files Construct 2 should encode the .ogg for you, and the .m4a if you're on Windows 7+.

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Ashley

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