Ashley's Recent Forum Activity

  • bbjGames - please file a new report following all the guidelines.

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  • As far as i see this is not a request for a native export, rather a Scirra controlled wrapper.

    So what are people asking for here, a native exporter or for us to take control of the third party wrappers? Those are very different cases. Well, for NW.js, I think Intel have 1-2 people working on it full time. I've heard in some cases it can take literally hours to build Chromium, which must make it a slow and frustrating development cycle. So it's nice that Intel are doing this for free! If they ever stopped, it's open source, so us or anybody else could pick it up, or there are other alternatives out there like Electron that we could look in to. Also the biggest problem NW.js had recently was the janky v-sync issue, and that was caused by a bug in Chromium itself, not NW.js. So whoever happens to be developing NW.js wouldn't have affected that.

    android is still ****** with no webgl support

    Chrome for Android has supported WebGL since late 2013. Android 5.0+ supports it in the system webview so you don't need Crosswalk. Crosswalk exists solely for Android 4.0-4.4 compatibility, once those versions are out of use then we can drop it and its filesize overhead as well. In fact you can already publish without the filesize overhead today by targeting Android 5.0+ only. However especially given that Google recently increased the APK size limit to 100mb, using Crosswalk is well worth it for the compatibility with 4.0-4.4.

    The main problem with WebGL on Android is that Android devices often have poor quality drivers that are so susceptible to crashes that their GPU gets blacklisted. However the number of Chrome for Android phones that don't support WebGL halved between June 2014-June 2015. So it's already improving quickly.

  • Iolva - this post is from 2012, I think you should start a new thread.

  • Yeah, please post this to the bugs forum so I will see it in the next cycle.

  • Any Android 4.0+ device running Chrome should be able to use WebGL, unless the device's GPU has been blacklisted for being unreliable. Crosswalk is still important for Android 4.0-4.4 support.

  • As for the Intel HD graphics situation, in my game test cases, it's not specifically a fill-rate or hardware performance issue. It's a WebGL issue, or rather, Intel's poor performance with many of the shader effects within C2. Removing those effects, game performance is FINE. Same game, with and without a few shader effects, goes from stutter mess to smooth performance on a HD4000.

    That's not WebGL's fault, it's exactly what I was talking about, just weak hardware. You'd see exactly the same performance characteristics with those effects in a native app. You can assume WebGL performance is identical to a native app using OpenGL.

  • From what I read, it seems likely Xbox One could support independently published Windows 10 apps in the near future, which would solve that. The recent Xbox system update means C2 games run well in the Edge browser on the Xbox which is very promising. So I think there's no need for a native exporter to cover Xbox. PS4 is trickier, I'm not sure what will happen there. I've read the main menu uses WebGL so it seems they have the browser tech there! But so far there has been no indications of it being supported. Given the huge engineering challenge, ongoing maintenance difficulties, and incompatibility problems, if we did it at all, it would be extremely expensive. I'd rather see an Xbox-style solution on the PS4, which means we could provide it cheaply and easily.

  • Texture distortion is complicated - Classic had a skewing feature, and everyone expected it to affect the collision mask as well. So then you have to take in to account position, rotation, scale and skew in collision testing, and that starts to turn a simple, elegant and fast collision system in to a real mess.

  • It's an anti-feature to help people duplicate logic, since it reduces maintainability. In your example, now you have to maintain two identical sets of events, so if you ever change one, then you have to make the same change to the other. If you do this 20x over, then you have a real mess. Families are a better solution: put both objects in a family, then the same set of events applies to all the objects with no duplicated logic.

  • I've written a lot of reasons for this in the past which you can go look up (really tired of repeating it all). But since you mention performance, I will bring up again that a lot of reported performance issues are hardware limitations. Those cases will be no faster with a native engine. Example: a game is slow on a laptop with a weak integrated Intel HD graphics chip. I investigate, and it's hitting the GPU fillrate hard, so the bottleneck is in hardware. A native app would have exactly the same performance problem, because it's the same hardware. Then the user asks for native exporters without understanding it won't help at all. I see a lot of this.

  • It'd still kill your battery. I think it's better to encourage people to use non-battery-powered systems to host.

  • No, it's not yet possible, and Ejecta is no longer supported. Hopefully a future Apple TV update will allow the web view to work.

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Ashley

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