Ashley's Recent Forum Activity

  • There's no good way to automatically decide the SVG raster size, so it's up to you. Using an automatic size would either degrade the quality in some cases, or waste memory in others.

  • If you import a file from the animations editor via choosing the "Open" button, then pick an SVG, you can set the raster size and import it as a bitmap.

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  • I don't think it matters if some platforms fall out of use and others rise to prominence. It could change several times in the coming years, but we already support almost every major platform, so we've got it covered really.

    The web has legendary backwards compatibility for widely-deployed features - you can still correctly view the original Space Jam website from 1996! That's a website over 20 years old. Newer features tend to chop and change more, but mainly as the spec is refined to make sure it's robust for the future, and we update regularly to keep up anyway.

    I recently saw a benchmark where the C2 engine in Chrome outperformed a competitor's native engine on desktop Windows, and approximately equalled another which compiled to C++. This pretty much confirms to me that the performance argument for native, or this idea that "HTML5 is slow", is totally dead now. Having a native engine does not guarantee good performance, and modern JavaScript JITs are incredibly potent. For years I've already noticed that almost every performance complaint comes down to hardware limitations (e.g. GPU fillrate), and people simply knee-jerk blame HTML5 without understanding what the real problem is. So as far as I'm concerned, we're there: HTML5 has native-grade performance now. There's nothing significant to gain by a native port.

  • Install any software updates that are available, and update to the latest macOS Sierra if you can.

    If that doesn't help, as a last-ditch effort you can go to chrome://flags and enable "Override software rendering list", but if the graphics driver is really poor quality it may crash or glitch when using C3. WebGL is usually blacklisted for a reason after all.

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    The point of this thread is that you should submit ideas to https://construct3.ideas.aha.io/, but people keep adding ideas in replies, so locking this thread now.

  • And I've just shown that C3 sheets waste memory in a small test case. In larger games, the amount of VRAM used will just balloon.

    That does not necessarily follow. So far I've not seen any reports of someone porting their game from C2 to C3 and the memory use increasing significantly. Almost all spritesheeting approaches will inevitably involve a few extra sprites being bundled in to a sheet, but it's not necessarily a major problem. Actual cases of real-world games using more memory is what would persuade me this needs addressing. Further, it gives me something to actually benchmark, so I can measure there's a real improvement rather than just shooting in the dark.

  • I'm sorry I didn't make it clear in this post. In a previous topic, I explained that these are all separate objects. Death, Death2 and Swim are not included in the main player sprite object. At the start of levels that have water in them, I load the Swim sprite that contains SwimIdle, SwimForward, SwimStop, etc so there is no jank. This is good memory management for large games.

    What measurements did you make that demonstrated this was necessary? If you didn't make any, how do you know this isn't just a waste of time?

  • The Scirra Arcade effectively already does that. We do have plans to make it even easier (e.g. one-click build), but we can't give an ETA on that right now.

  • Oh wow! Does this mean that with IOS 11 we may be able to develop on our iPad? I apologize for my ignorance.

    No, that is Remote Preview only, but it's still useful for testing on iOS.

  • I've added an option in the next build for it to be opened as a popup window, so you can move it outside the window area, or on to another monitor.

  • That post refers to Remote Preview only, not the full C3 editor.

    Support for the browser APIs we need is pretty much entirely up to Apple, and they are notoriously secretive.

  • Read the multiplayer tutorials. The whole architecture of the multiplayer plugin is designed to prevent hacking/cheating using an authoritative host and untrusted peer model, which is explained in detail in the tutorial series.

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Ashley

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