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Post » Sun Jan 19, 2014 12:33 am

Also experiment with using Bullet, Rotate/Spin, Sine, etc with triggers On Collision and Random/Choose.

There is a LOT of physics-like visuals you can achieve without even touching Physics at all. It just requires extra work and out-of-the-box thinking but it runs with no extra overhead.

My own game, every projectile was handled by physics, forces and impulse.. look great, works great.. on PC. On mobile it ran like a slideshow due to lack of acceleration. I had to redesign the entire game around not touching Box2D physics at all, and it still came out looking great and playing great, but much much faster.
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Post » Sun Jan 19, 2014 12:55 am

Yeah, physics alone is very intensive and can hit the framerate on mobile quite hard unless something like cocoonjs's physics acceleration is used. I'm not sure about the performance with crosswalk, but it's worth looking into on android. Does anyone know if it supports the asm.js physics?

Games without physics aren't hit nearly as hard.Arima2014-01-19 00:55:52
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Post » Sun Jan 19, 2014 1:12 am

we are using the asm.js physics and its work pretty good in crosswalk but we dont have a balance number of fps yet.
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Post » Sun Jan 19, 2014 2:57 pm

@Ashley The blog post you linked to is incredibly informative and I've found myself referring to it several times. Might you consider reposting it under the tutorial section so it can be translated and favourited?
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