Ashley's Recent Forum Activity

  • Doverseer, Arima: WebGL is always faster when hardware-accelerated, so I think the only case you'd get better performance is when Chrome is using SwiftShader and you switch to Canvas 2D.

    In the next release I've added some code to try to detect SwiftShader and fall back to canvas2D if it's being used. This should hopefully resolve the problem, so there should be no need at all to build two versions of your project. However, since Chrome doesn't specifically reveal if SwiftShader is being used, I had to add some hacky detection based on OpenGL detections. It may have false positives and disable WebGL on hardware-accelerated systems, but then they will almost certainly have a hardware-accelerated canvas 2D, so performance will still be good. That's a better result than having some users get totally unusable performance, so we can live with that. Wait for the next build and let me know how things go.

  • mina it's impossible it was working in IE9 with ogg, IE9 has never supported ogg! You must have been confused somehow, I suppose you were testing with a .m4a file present?

  • You need to import a .m4a file for IE9 audio to work. You only have the .ogg file which IE9 does not support. If you're not getting sound on iOS, it would be for the same reason.

  • Hopefully Awesomium will give us a good EXE wrapper you can use to publish to Steam. See this thread.

  • Sounds similar to this bug, are you using 'is overlapping' events with a family? If so hopefully should already be fixed.

  • Can you share your project which is not working? I have had sound playing fine on Android before. Also, did you encode all your audio in to both .ogg and .m4a?

  • I just tried and sound works fine for me in IE9. Can you post a .capx reproducing the issue?

  • I've never seen this... are you sure it's not caused by something else? For example, C2 should never use a javascript file with that name. Can you open it and see what kind of content is in it?

  • You need to export using PhoneGap or appMobi for sound to work on iOS, because it doesn't support playing audio in the browser.

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  • Note you'll need the latest beta release (now r88) since it was added after the last stable release (r84).

  • Hi all,

    The issue is solely to do with graphics card drivers. It is a technical issue and nothing to do with anyone trying to force you to buy a new computer. The problem is manufacturers not letting you use the latest graphics card driver. Then, because many old drivers crash all the time, browser makers block any drivers that are unstable to ensure your computer does not crash while browsing the web. This means you get software rendering and the game will run very slowly.

    For background, read these two blog posts:

    Graphics card drivers: a lesson in software engineering

    Introducing the graphics driver updater utility

    If you experience poor performance in a HTML5 game, the very first thing you should do is update the drivers! Try using that updater utility to help you. This will fix the problem a lot of the time.

    WebGL is consistently faster than Canvas 2D in our benchmarks. However, Chrome 18 has recently thrown a spanner in the works. They introduced "Swiftshader", a software renderer for WebGL. This has totally screwed us over, because when starting a game, we do the following:

    1. Try to create a WebGL renderer.

    2. If that fails, create a canvas 2D renderer instead.

    This used to work, because WebGL would always be hardware accelerated and if it was not available it'd just use canvas 2D instead, which might be hardware accelerated. However now in Chrome 18 it always succeeds in creating a WebGL renderer - half the time, it'll be a crappy slow software renderer - and never uses the canvas 2D, which might have been hardware accelerated!

    I'm actively trying to push for there to be some way to detect software-rendered WebGL so we can fall back to canvas 2D. However it's still a work in progress. I'll keep pushing and see if I can get them to do anything. In the mean time you may want to disable WebGL.

    I'm also considering automatically disabling WebGL in Chrome for the time being. Do you think that would cause more problems than it fixes, though?

  • In programming the logical "NOT" operator is often the exclamation mark, so

    if (x)

    would turn in to

    if (!x)

    for "if not x". However again I think this is too unusual for C2, since I think it looks too much like "exclamation" or "error"... e.g.

    ! Is overlapping

    also since we can use icons we don't have to limit ourselves to typable characters. So I think the red cross or old "not equals" sign is OK.

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Ashley

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