course of optimization of games in construct 2

Discussion and feedback on Construct 2

Post » Sat Mar 17, 2018 1:29 am

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.
Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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Post » Sat Mar 17, 2018 2:34 am

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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Post » Sat Mar 17, 2018 3:39 am

@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%
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Post » Sat Mar 17, 2018 3:44 am

@dop2000 I was drowsy and making the subtitles at dawn, translated a little wrong. I am sorry
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Post » Sat Mar 17, 2018 8:43 am

I'm interested as well
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Post » Sat Mar 17, 2018 10:20 am

"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.
Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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Post » Sun Mar 18, 2018 12:20 am

Nice, I will be interested to Watch this tutorial




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
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Post » Mon Mar 26, 2018 12:15 pm

@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.
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Post » Wed Mar 28, 2018 11:04 pm

@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.
Construct Classic - Examples Kit Dropbox is a pile of trash and if you need my old files PM me! :)
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Post » Fri Mar 30, 2018 1:54 pm

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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