Ejecta memory management testing

Discussion and feedback on Construct 2

Post » Tue Apr 15, 2014 10:33 pm

@gammabeam @helena I've experienced similar when I first trying ejecta, also avoid space in your folder name(also any folder above), what i do now is extract in osx, drag the folder on to desktop, open from there.
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Post » Tue Apr 15, 2014 11:02 pm

@hollowthreat, thank you for another suggestion!
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Post » Thu Apr 17, 2014 12:12 pm

@Ashley, I'm very very happy to hear about this, just to be clear, this makes my exporter thingie (https://www.scirra.com/tutorials/627/ho ... ith-ejecta) useless? As in it works out of the box?
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Post » Thu Apr 17, 2014 12:16 pm

@0plus1 - yes, it should work out of the box, and even with minifying the script.
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Post » Fri Apr 18, 2014 12:52 am

This is a fantastic news, really @Ashley thank you.

As soon as I finally publish my game I'll release a full plugin for ejecta that supports all the native functions (ads/game center).

Meanwhile thank you, I dreamed about getting memory management in Ejecta.
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Post » Fri Apr 18, 2014 2:15 am

@Ashley - this latest update works very well indeed. Thank you!!
A big fan of JavaScript.
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Post » Sat Apr 19, 2014 9:38 am

Hi,

First, thanks to Ashley working on Ejecta, it's for me the best way to export a Construct game to iOS.

I've just tried it and I have two disappointments:
1) If first loading time is really much faster, layout loading is too slow (same as CocoonJS, between 1 and 3 seconds on iPhone 4S).
2) Memory usage has grown for my app: around 120 Mb before, between 80 Mb and 210 Mb (!) from one layout to another.

Regards

Sylvain
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Post » Sun Apr 20, 2014 7:18 am

Can someone make a video comparing ejecta to cocoonjs?
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Post » Mon Apr 21, 2014 10:49 am

sylva1n wrote:2) Memory usage has grown for my app: around 120 Mb before, between 80 Mb and 210 Mb (!) from one layout to another.


@Ashley did say the WebGL mode still accumulates memory and doesn't release it after you change layouts.
I'm guessing he's still working on it.
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Post » Mon Apr 21, 2014 1:15 pm

It seems WebGL doesn't suffer from that - only Canvas2D will accumulate memory... That's what I got from what Ashley wrote.

I'm finally finishing my project that's gonna run on iOS. I'll post some info, but from what I've seen on the profiler the memory does go up and down when switching the layouts.
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