Danwood's Recent Forum Activity

  • Is there an arg i can use when exporting my game with WV2 to force it using the discrete GPU? I noticed it won't on my laptop, and I need to manually force my gpu to be used for the WV2 executable in the Edge installation folder, i don't want to induce my steam players to do the same.

    With NW.js i just named the game exe "run_game.exe" and it did use the NVIDIA GPU, but that doesn't seem to work for WV2... any hints?

  • Filed a bug report

  • As title, is it just me?

  • There is a known issue with WebGPU that updating textures seems significantly slower than WebGL. In Construct, changing Text objects and a few other things require updating a texture, so these cases may be slower than WebGL for the time being. I filed an issue about it back in June but it hasn't been sorted out yet. As WebGPU is still pretty new I think there may be a few early issues like this to be sorted out, but I think it's likely it will end up as fast or faster than WebGL in the long run.

    Gotcha. I was suspecting it depended on chromium, hopefully they'll fix that soon enough. I'll stick to WebGL for now, although i've set up everything to transition to WebGPU (updating effects).

  • I have a function that updates UI texts, and an event that triggers that function every tick during specific conditions: in WebGL it runs at 60fps, in WebGPU runs at around 10fps. If i disable the functions, runs again at 60fps.

    WebGPU is hella slow at rendering text objects.

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  • It's a great concept, the kind of game that facinates me. Trust me, this is going to be a lot of work since it's a complex game with many interconnected systems, it will take time and brain power! I know that because I spent 10 years developing an ecology survival sim called DinoSystem...

  • as title - there's the new browser action "set window position", but i can't find the right X/Y coordinates to move it at the user's desktop center.

  • Also game load causes issues

  • Yep it does prevent worker mode. Now a way to have it and keep worker mode would be the best of both worlds!

  • > Doesn't this unfortunately prevent the game from running in Worker Mode? Which means that you'll lose performance/smoothness by doing it.

    Hmm yeah I think that's the case. You can also edit the exported index.html though like so, which should keep the worker mode enabled I think.

    But I there should be an in-engine way to handle this. A "prevent default" plugin or something, because it's one of those topics that comes up over and over again.

    BTW, this code should disable all keyboard inputs, iirc including alt+F4, F12 and such.

    > document.addEventListener('keydown', function(event) {
    	event.preventDefault();
    	});

    You sir saved my life!

    Will adding this to main.js script prevent worker mode?

  • In addition, there are more browser commands that are messing with my exported game: aside the F keys, when i hold alt and than move with WASD, my character gets stuck and there's a window alert sound.

  • Put this into the runOnStartup function in main.js

    > document.addEventListener('keydown', function(event) {
    		if (event.key === 'F5') {
    		event.preventDefault();
    		}
    	});

    I tried to open the main.js file with notepad++ and it's a wall of text, how can i show the code as in your screenshot?

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Danwood

Member since 2 Jan, 2014

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