Ashley's Recent Forum Activity

  • Is the Godot engine native? If so, nice evidence that HTML5 can reach native performance!

    BTW I generally use 30 FPS as the cutoff for performance tests - 55 is a bit close to the v-sync limit, where scheduling issues could come in to play.

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    Also FWIW, that C2 bunnymark test is needlessly inefficient. Replacing the 'for each' condition with 'every tick' works identically and increases the score by about 300%. It looks like from other people's scores this will mean C2 beats the godot benchmark, but it's possible that one is needlessly inefficient too, I'm not familiar enough with godot to comment.

  • Hmm, the CSP also had to be updated on the server side so maybe there's a caching issue. Try clearing the browser cache.

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    Closing as this thread is not useful or productive.

    Our bug report requirements make it clear what to do if you run in to any trouble, including what to do if your project includes copyrighted content. If you're not willing to co-operate then we're not going to try to help.

    I'd also add performance problems people blame on HTML5/browsers/C2 routinely turn out to be hardware limitations, and nothing to do with Javascript or the web platform.

    [quote:2vzpred5]Do I need to share my entire project? I have copyright concerns.

    No, we don't want your entire project. Sending us your entire project is usually not actually helpful. The guidelines require a minimal project with the fewest events and objects possible. Preferably you will be able to demonstrate the problem by creating a new empty project, and adding the minimal events and objects to show what is happening. This is the only practical way for the developers to diagnose the problem. Projects with hundreds or even thousands of events or objects are a nightmare to test because there is so much going on in the engine and it is almost impossible to isolate which part is potentially going wrong. Further, a very significant proportion of bug reports (around half!) are simply mistakes in events, and not actually bugs. Spending hours or even days debugging a huge project only to find it was a mistake in the events is simply too costly to our developer time, especially as we are a small team. Everyone wants the developers to get back to writing new and exciting features instead! Generally if you cannot reproduce the problem in a new empty project, that is a strong sign it is really just a mistake in your events, so this is a good way of filtering out mistakes from bug reports.

    In your minimal project you can also easily use placeholder graphics instead of your actual artwork. This also removes any concern about copyright or having to sign NDAs. So it's better for both you and the developers.

  • When importing C2 projects, C3 guesses the C3 ID by converting to lowercase and adding dashes, e.g. "My Property" -> "my-property". You used an underscore though ("my_property"), if you use a dash it should import correctly. If it doesn't automatically get the right name you can use the LoadC2Property method. But I just realised none of this is documented, so I should update the docs

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    Can you provide any actual examples or performance data? The NW.js exports run great across all OSs last time I tested.

  • You can always force it enabled by going to chrome://flags and disabling software rendering.

  • During the development of my project, I have received multiple times the warning message of reaching over 1 Gb of memory.

    In the latest version, we removed that warning.

  • Read about Cross-Origin Resource Sharing.

  • Closing as not a bug. The server does not send an Access-Control-Allow-Origin HTTP header with the image, so the server is not giving permission for any other locations to load the image.

  • Maybe try Chrome Canary? I think that CSP syntax might be new.

  • Audio works on iOS. There is nothing more I can say unless you provide something someone else can actually run.

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Ashley

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