C2 Performance, let's be honest...

Discussion and feedback on Construct 2

Post » Thu Feb 20, 2014 9:15 am


Thanks. I'm still learning my way around it myself.

One of the things I'm trying to do now is figure out how to break up collision tests across a few ticks, instead of testing all at once. With the addition of col cells, col checks don't make sense anywhere but the top level now.

So, the only way I've been able to figure to do it -- and I haven't even tried this yet, but in theory it should work -- is to create a family containing as many duplicate object as I have steps (so, if I want to test every second tick, two duplicates, every third tick, three duplicates, etc), then when I'm spawning these objects, call on the family to generate a random instance. I should end up with about an equal number of each.

Then, I can have a separate col test for each duplicate object type, and use a timer to loop thru them, only doing one per tick.

The advantage -- again, in theory -- is that the load on the engine should be more balanced. Lets say col check are taking 60 percent of the cpu when run. If I test every third tick:

test all every third tick, cpu:

10,10,70,10,10,70, etc...

So my average would be okay, but a high hit every third which could cause stuttering on a weaker system. OR...

test a third of objects(aprox), cycle every three ticks, cpu:

30,30,30,30,30,30, etc...

Anyway, all pontificating at this point...hope that all makes sense...anyone every tried this themselves?
Posts: 1,106
Reputation: 9,732

Post » Thu Feb 20, 2014 1:18 pm

A year ago, for the help cocoonJS I installed my apk games for sony xperia S then I had 30 fps.
Today I built a this same application by cocoonJS after installing I see only 5 fps!


or someone can explain me whats really going on?
Posts: 1,896
Reputation: 39,569


Return to Construct 2 General

Who is online

Users browsing this forum: No registered users and 2 guests