Ashley's Recent Forum Activity

  • If nothing is changing, the engine will stop drawing the screen, so the GPU can power down and save battery. The events are still checked every tick but you could put them all in a group and disable the group except for one tick every second. This would mean the work per tick is so small it probably won't bring the CPU out of its low-power state.

    I guess some kind of option to stop ticking for a while could be useful, but it's not on our todo list right now.

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  • Layers with 100% opacity, normal blend mode, no effects, and without "force own texture" enabled have effectively zero memory overhead. Changing any of those will cause the layer to render to an intermediate texture, which has a memory and performance overhead.

    You should basically ignore the power-of-two size issue. The C2 engine handles it internally by assembling all images on to spritesheets which are themselves a power-of-two size. In fact the optimal size for a sprite is two pixels less than a power of two (e.g. 126x126, 62x62 etc) due to padding on the spritesheet, and the worst size is an exactly power of two size since it will pack least efficiently! So at least for sprites, just ignore powers of two and use whatever size is convenient.

  • Moved to Website Issues, and note Tom runs the store and manages seller accounts, I'm not invovled with that.

  • File this as a bug report and I'll investigate soon.

  • We are full steam ahead on C3 development and it's not ideal to divert resources away from that to work on someone else's plugins. We'd rather third party developers can keep maintaining their plugins, and did offer to pay for the maintenance of the AdMob plugin in this case, but it did not seem to be a well-received idea. So I feel a little caught out by this. I think the best way forward is to suggest any specific features you need and have them integrated in to official features. For example adding the consume feature to the official IAP plugin, instead of dealing with some of the difficult copyright and maintenance implications of trying to ship third party code in a commercial product.

  • No, it's not supported through any built-in features. This sounds like an unusual case so it seems reasonable to use a third party plugin for it.

    Two complications with this feature are the fact you need two URLs to support both AAC and Ogg formats to cover all platforms, and potentially the memory usage if you really do go through 10k sounds.

  • Forum regular and long-time user zenox98 has kindly offered to help clean up the spam and maintain law and order on the forums as a moderator. Welcome to the moderator team zenox98!

  • paradine - can you provide .capx files? It's difficult to test the performance of the engine, or try different publishing options, when all I have is an APK.

    The same goes for anyone who has a game they think is slow: please send me the .capx source and I will profile it and look for any performance deficiencies in our engine.

    Also that video is from way back before we even introduced asm.js physics, which brings native-like performance to the physics engine. I've seen benchmarks on the web that show asm.js comes in about 1.5x the performance of native, so it should be far better now.

  • No idea, your best bet would be to run the profiler in Chrome's dev tools and see where JS time is being spent.

  • paradine - please, link me to every example of CPU-bottlenecked games you can find. I want to investigate them but am so far unaware of most of them. I assure you I do not intend to ignore them, but with hundreds of posts made to the forum every day it's very easy to miss posts.

    I am also skeptical of polls for features in general. We did feature polls that showed the vast majority of users out of hundreds of voters said they wanted multiplayer. I was concerned that even with C2 doing much of the heavily lifting and hard work, networking is still a difficult subject to work with in general, so it would probably still be hard to use. Even when I specifically described how it would likely be difficult to use, still people voted for it in huge numbers. Then when we released it, very few people actually used it. As far as I can tell it's because... it's a difficult subject to work with in general!

    To me this proves large numbers of users will vote for features based purely on hype. They imagine that everything will be perfect and brilliant and there will be no shortcomings or tradeoffs and it will be super effective and easy to use. Of course reality rarely ever lives up to that.

    So I don't really care if a million people vote for native exporters. I regularly see that people blame HTML5 for performance issues when really it's a hardware bottleneck. I can see that people think "just make a native exporter, it's not that hard right?", whereas I can see it's a colossal project with severe ongoing impact on the product development. So even if everyone voted for it, I am not persuaded they have a proper understanding of what they are voting for, as happened with the multiplayer polls.

  • mrneko - did you build with Crosswalk or just the plain Cordova? Crosswalk should work on Android 4+, whereas Cordova will only work well on Android 5+.

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Ashley

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