Flash on iOS 60FPS

Chat about anything not covered in these forums, but keep it civil!

Post » Wed Mar 28, 2012 5:20 pm

And now Adobe will start charging a percentage of revenue of every 'console quality' game made with it's tech :) Yay! -Sarcastic-
B
58
S
13
G
10
Posts: 632
Reputation: 12,505

Post » Wed Mar 28, 2012 8:14 pm

Heh, yep - Adobe want to take a 9% cut now:
http://news.cnet.com/8301-30685_3-57405606-264/adobe-to-charge-flash-coders-to-use-premium-features/
That means "console quality" games on iOS will lose 39% revenue - 30% to Apple and 9% to Adobe. Versus 0% for WebGL on the open web. I think Adobe just did us a favour.

FWIW the directCanvas acceleration for C2 on appMobi is looking good - some of our demos have hit 60 fps.Ashley2012-03-28 20:14:41
Scirra Founder
B
359
S
214
G
72
Posts: 22,949
Reputation: 178,544

Post » Thu Mar 29, 2012 1:40 am

http://www.gamasutra.com/view/news/167369/Adobe_announces_Unity_partnership_gamingfocused_Flash_features.php

The 9% will only have to paid on games that earn over $50K. Looks like Adobe is going to try to give HTML5 a fight.
B
17
S
6
G
6
Posts: 113
Reputation: 4,161

Post » Fri Mar 30, 2012 9:28 pm

@Ashley... Which demos are you talking about? Space blaster is the only one I know of which gives an indication of a real game simulation...
B
90
S
30
G
24
Posts: 3,189
Reputation: 32,400

Post » Fri Mar 30, 2012 9:42 pm

[QUOTE=sqiddster] @Ashley... Which demos are you talking about? Space blaster is the only one I know of which gives an indication of a real game simulation...[/QUOTE]

Maybe this one:

http://www.youtube.com/watch?v=z_ajYkKZuDo
B
34
S
13
G
8
Posts: 134
Reputation: 8,118

Post » Sat Mar 31, 2012 2:52 am

[QUOTE=Potato] [QUOTE=sqiddster] @Ashley... Which demos are you talking about? Space blaster is the only one I know of which gives an indication of a real game simulation...[/QUOTE]

Maybe this one:

http://www.youtube.com/watch?v=z_ajYkKZuDo [/QUOTE]

Wow, that was looking good . I guess that was with the help of WebGL... I hope it's also capable of running some complicated code.
Lately I've been trying my best to create something cool and easy for my android tablet, but currently Phonegap and AppMobi are just too slow.

Now that Flash is slowly committing suicide with their "fees that will make people come up with fresh innovative ideas" as they say, HTML5 only needs to get alot faster and then it's done.nemo2012-03-31 03:22:48
B
40
S
5
G
5
Posts: 405
Reputation: 5,657

Post » Sat Mar 31, 2012 4:46 am

The DirectCanvas can only handle 250 sprites at 50FPS ? Very poor. But it's a start no doubt.
B
58
S
13
G
10
Posts: 632
Reputation: 12,505

Previous

Return to Open Topic

Who is online

Users browsing this forum: No registered users and 5 guests