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course of optimization of games in construct 2

  • I mean, I guess it's possible if you're coding the WebGL directly from C2 somehow. Otherwise, what you're talking about is software rendering through quad distortions or other.

    But yes, I do doubt your claims slightly, even if you are able to help someone optimize their games for issues in design/tool workflow, there is a technical limit to JavaScript and Garbage Collection/the way Construct uses GC that I don't believe anyone is going to defeat.

  • Follow the link as requested. BadMario, dop2000, Elliott, MrSkailo, rhg1968, tarek2, DeviatorX19, Jayjay (I delayed because the video was captioned. and work at bank)

    link of example of optimization construct 2

    https://youtu.be/AItCQ5d1KYc

    This example: The time is based on 100 milliseconds so that it runs 10X faster to stress the processor. You will see that even in a stress test the optimization can withstand the test, going up very little.

    NOTE: It is worth remembering that this is a test of processor stress, that in normal situations the use of cpu is lower and without peaks.

    About The course dop2000 will be paid by Udemy.

    The content:

    How to Identify and Solve Project Optimization Problems

    How to make apps and games evenly used for old and new devices

    How to optimize plugins and objects despite using events

    How to optimize codes

    How to optimize sounds

    Working with advertisements more optimally

    Understand how to optimize with webviews and what they serve.

    Know and identify the 3 lines of devices, their hardware and their processing power.

    Understand how the processor and RAM works

    And a little more in a few hours of content ^^

  • Yeah, polygon checks are slow, especially when there are thousands of them performed on every tick.

    But this is not a secret knowledge..

    And there are many situations where you need collision checks, and where it's impossible to replace them with simple events like "compare X/compare Y".

    Are all your optimization tips about decreasing the amount of collision checks?

  • Nice,

  • dop2000 This is just a silly example. I will teach you how to recognize where the problem is, the object or plugin to fix. In the case of the example, collision is the problem, so the scirra has created calculations of the whole stage (even outside the camera that is calculating) with the mathematics of to make two solutions, x and y comparison or to make an intelligent collision field that connects and turns off, thus dropping the cpu.

    Now each type of object has its tricks to optimize.

    Example: data, such as dictionary, array, local storage and others I teach how to create smart update with locks where it deletes loops. So the data is only triggered when needed (based on system start and process death), Ja sounds are based on loop-cuts to optimize them and compression formats, images and sprites with the size that can be cut and spliced not visible. Effects like particles, with cycles and overlapping of time cycles, publishing to see how and where you load and how and where you perform the visualization of it and how you manipulate the cycles of updating it. ajax type internet objects with requesitions.

    I will teach you how to solve these problems in order to manipulate any object.

    The content:

    How to Identify and Solve Project Optimization Problems

    How to make apps and games evenly used for old and new devices

    How to optimize plugins and objects despite using events

    How to optimize codes

    How to optimize sounds

    Working with advertisements more optimally

    Understand how to optimize with webviews and what they serve.

    Know and identify the 3 lines of devices, their hardware and their processing power.

    Understand how the processor and RAM works

    And a little more in a few hours of content ^^

  • Okay, I understand your approach now and agree: There are many ways that developers can change their coding style to either improve performance, or work-around Construct engine limitations on performance.

    I think it's still wrong to promise everyone that you can "bring CPU down to 5%!", as a developer might already be using those techniques, at which point there is no magic improvement to be expected.

    There's also situations where optimizations like those will not always work, so it's just a "good performance advice" course than a "how to make JavaScript faster than Native C++" course.

  • May I also suggest making a better English translation for future videos or hiring someone who can translate them into English.

    Even in that simple video it was difficult to understand you sometimes. If you are planning to release a paid Udemy course and teach more advanced stuff, you will need quality English translation.

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  • Jayjay The point is not the programming language of unity or js of the construct. The point if comparing to unity it aggregates so much junk and poorly coded physicals and libraries that processing sucks. Apart from incompatibility between devices. The c is faster, but it is not only the code that we are talking about but how we construct as a whole and this unity is extrafetuous and problematic or performance. Ja c2 even js being slower with optimization, from objects, codes and webview, you will perform much faster, smoother and lighter than unity (up to 6 times faster). And as for the use of cpu I have projects that the consumption in movement is only 2% and when for the movement it stays in 1 to 0%

  • dop2000 I was drowsy and making the subtitles at dawn, translated a little wrong. I am sorry

  • I'm interested as well

  • "you will perform much faster, smoother and lighter than unity (up to 6 times faster)"

    I am very sure that you cannot guarantee this, because it depends on the way the developer makes their game.

    I don't doubt that you have valuable things to teach about optimization, but I still say that it's wrong to promise everyone that their games will magically use 0% to 2% of CPU while playing. It depends on their game, and what needs to run every frame.

  • Nice, I will be interested to Watch this tutorial

    [quote:11vml9wq]May I also suggest making a better English translation for future videos or hiring someone who can translate them into English.

    Even in that simple video it was difficult to understand you sometimes. If you are planning to release a paid Udemy course and teach more advanced stuff, you will need quality English translation.

    +1

    I Also second Doop2000 request, this is very important to follow every detail on the tutorial

  • Jayjay I've given tips to developers who had the CPU usage of 57% and after the tips went into 2 to 5% CPU usage.

    The major point of the bad performance of the Unity be worse than the performance of the construct (knowing the otmizar construct) is that unity has many bibioteclas of physical ready that you can't handle to make it better. And they are running on a loop, consuming processing gradually. Now the construct you but can build a physically equal, you have full control of execution and death processes of physics created and can trigger it only when necessary, and not stay in loop as in the case of unity. This is one of the secrets of optimization that the construct permits and other engines can't: control the execution and death of running processes. I've had projects that were between 0 to 1% of cpu usage.

  • marceloborghi Yeah until they actually do need to use Garbage Collection for their game and hit JavaScript's real performance limitations.

    If you're using Unity properly you will be also able to optimize it greatly. The CPU side of Unity is going to be much less bottlenecked than JavaScript/HTML5 without ASM.js/Emscripten'ing the whole project.

    To say that you can deliver better performance in Construct 2 projects than what they have already is absolutely true. To say you can always deliver better performance than Unity is absolutely false, it depends on the games requirements and the developer optimizations on it.

  • I already replied as because the performance of unity is bad, but I believe it should not have read. Unity does not allow control over the execution time of physical libraries. And the construct allows and this makes all the difference.

    I've already made lightweight 3d libraries run on old devices, which were made in the construct. Use of cpu 5%

    The same physics made in unity 45% and break the app on the home screen on the same device. (In this example c2 had a better 9X performance)

    You do not understand how it works and you want to question something that you did not even bother to understand, do not skip steps, understand, then question. And not the other way around. In the same way you mentioned about 3d, it was clear that you do not understand what 3d is and how it works.

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