Chowdren: Fast Construct runtime for consoles/desktop

  • newt The "Fake 3D" example that was posted earlier uses "For each", so it is supported in Chowdren You can check the list in the original post for what plugins/behaviors/ACEs are supported.

    Just to emphasize a few things: Chowdren can run events especially fast, but with the move to native code, there may also be performance improvements in other areas (less overhead when interfacing with OpenGL/D3D/etc, less runtime overhead, and so on). However, most users will find Chowdren valuable because

    • It is very portable, and can be used with pretty much all console/desktop platforms
    • Game-specific changes and optimizations can be added to the runtime, yielding a great deal of control
    • It is significantly faster, since everything is native code

    I'd like to underline points 1 and 2, since a lot of focus has been on point 3 so far!

  • This seems amazing. I just don't understand how you can do this, and have it support other engines to boot, and scirra couldn't?

  • mOOnpunk

    Chowdren only implements a subset of the Construct 2 runtime, and has the luxury of not having to support ALL of the games made for Construct 2. Doing this for the entire Construct 2 runtime and maintaining compatibility with existing games would take a long time for Scirra, and wouldn't be a good investment.

    The current Construct 2 runtime is great, fulfills the needs of a typical user, and is simple to extend because of Javascript. Chowdren is a great solution for advanced users, but is probably not well-suited for your typical user.

  • > digitalsoapbox it's more of a c2 thing,Pixi.js for instance is on chowdrens rendering level even tho it's a javascript rendering framework

    >

    > newt not even really sure what you're saying, either way, this is proof that chowdren would be viable for more serious devs

    >

    It's not on Chowdren's level for console support, however, nor does Construct seem to be getting any love on that front in terms of, say, full XB1 feature support, which like Steam support, seems to not be coming any time soon from Scirra.

    -Yea i was only speaking about 1 aspect of things,in this case the render

  • Ok, so basically it's like Cocoon in that it drops support for some things.

    I can live with that.

    It does piss me off a bit that you can optimise some standard features, and I can't even ask such upgrades to C2, even if they could make them.

    Anyways, again, good luck.

  • Awesome.

  • Ok, so basically it's like Cocoon in that it drops support for some things.

    I can live with that.

    It does piss me off a bit that you can optimise some standard features, and I can't even ask such upgrades to C2, even if they could make them.

    Anyways, again, good luck.

    That's...not really what it is. Like at all.

  • > Ok, so basically it's like Cocoon in that it drops support for some things.

    > I can live with that.

    >

    > It does piss me off a bit that you can optimise some standard features, and I can't even ask such upgrades to C2, even if they could make them.

    >

    > Anyways, again, good luck.

    >

    That's...not really what it is. Like at all.

    Sure, from your limited perspective.

  • matpow2

    This seems like a great product. I'm interested to see what the performance looks on the Xbox One. After looking at your site, I'm a bit confused about why pricing isn't more transparent. Is there any potential to have some standard price points for the licensing?

    Also, you say that some features would not be compatible with Chowden. Which features (or kinds of features?) specifically? Without that information it's hard to make a decision on whether I should look into licensing this when it's completed for C2. I did read through the features available and can't think of what might be missing in my project but I'm also aware that I could be possibly conflating some statements with others (for example, are set gravity and set gravity angle the same? I also didn't see any mention of behaviors), and I wasn't sure whether that sheet was for Fusion, C2 or both, platforms.

  • ultrafop

    To be honest, in almost all cases, I am asked to do complete ports of games. Publishers/developers are usually looking for a quick solution to get their game on another platform, and I can do that with comparatively less time/cost than others.

    That also means it's only been necessary to license Chowdren to very few developers. Every game is different, so I feel the cost is something that can be discussed on a project-to-project basis.

    In terms of features, it's difficult to show you what's working/not working without going open-source

    Chowdren was originally open-source in 2012, but in the end, that was simply not worth it.

    However, if you check the list of supported plugins/behaviors/ACEs in the original post, that should give you a good idea of what is supported. That list only shows the Construct 2-specific features that are supported.

  • Thank you for the information and the quick reply!

  • newt

    Chowdren is in no way shape our form canvas+, canvas+ is simply a stripped down mobile browser that's stripped down to the bare minimum for running html5 games, What Chowdren does is it converts your entire game to native code, so it's more like a transpiler than a wrapper for html5

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  • Incredible stuff. Out of curiosity, why no support for C3 (or will there eventually be)? As i'm assuming a lot of folks here are using it and will be extremely interested in Chowdren also.

  • Chowdren only implements a subset of the Construct 2 runtime, and has the luxury of not having to support ALL of the games made for Construct 2. Doing this for the entire Construct 2 runtime and maintaining compatibility with existing games would take a long time for Scirra, and wouldn't be a good investment.

    The current Construct 2 runtime is great, fulfills the needs of a typical user, and is simple to extend because of Javascript. Chowdren is a great solution for advanced users, but is probably not well-suited for your typical user.

    @Phacanu

    I'm not trying to split hairs, I'm just going from the information given.

  • The implementation is that all of the behaviors,plugins etc are rewritten in c++/optimized a bit if its possible

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