GameClosure HTML5 SDK just went open source

Discussion and feedback on Construct 2

Post » Sun Feb 17, 2013 6:42 am

Decided to give it another go. Spent a number of hours on working to see if C2 could easily work in GC. Of course this was at the expense of my own game :D

So I managed to figure an easy way to get a C2 game running in GC. Requires a few simple hacks, but there is a lot I don't understand to make it less hacky. Also promisingly ran to run in WebGL mode on the initial test, but failed. This was promising, but I didn't want to tinker with OGL yet. In Canvas2D it ran.

As for mobile peformance. I have no idea. Much of GC is BASH command line. Requiring knowledge I'm not familiar with. Requiring a link to the Android SDK the through BASH which is there. So currently all Android GC kit isn't installed. But if anything comes up in the GC community answering how to. I will post an update on performance asap.
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Post » Sat Feb 23, 2013 7:45 pm

As I look some of the examples in this video, all I can say is wow. I think that "photon benchmark" test shows some true power, with over 8000 sprites. I think this would be perfect fit for Construct 2 because it's open source and who knows could be used as an exporter bundled with C2.
http://doc.gameclosure.com/nemo2013-02-23 20:29:33
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Post » Sat Feb 23, 2013 9:47 pm

well as an update. I managed to get an Android compile. There was a lot to go over to get it working on Windows. until they get there Windows scripts going I don't think I could suggest it. The number of hacks are a lot. But I managed it. This includes working with GC and the Android.

Unfortunatly the apk program didn't quite work. it compiled and ran, but stuck on the GameClosure splash screen. I figured I would let it drop for now and focus on my game. Then once that was done come back to GC and figure it out :D

I saw the 8000 sprites. It will be impossible for C2 to get those results. C2 is designed around Canvas Rendering. Where as those 8000 sprites are designed around efficient OpenGL rendering. To take advantage of that Rendering performance I suspect that it would require using the the natural GameClosure Game api in OpenGL layer. That would require an entire new language exporter.

Even if we were to get a C2 WebGL/Layer to get access to the OpenGL canvas that GC provides. I suspect because C2 doesn't work on efficient GL texture and draw call bundling that gives OpenGL it's performance edge. I could be wrong on C2 I don't know how it works. it's just an impression as I'm pretty sure Canvas2D performance design is not the same as OpenGL performance design. again I could be wrong. However it doesn't mean we won't see a large performance increase if it were to work :)

and the benefit of performance AND extendibility is a win in my books. but let's just see where it goes :)
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Post » Sat Feb 23, 2013 11:56 pm

I don't think we could hit 8000 sprites anyway, as I think c2's sprites have a lot more overhead than theirs do in that vid (c2's sprites have variables, behaviors, etc). They might even be using some sort of quick blitting technique I've heard people talk about, keeping the image locations in an array or algorithm or some such then drawing an instance at each location instead of having a fully fledged object at each location, which would result in no extra overhead at all per instance.

I did a test to find out how many invisible sprites with bullet and wrap behaviors I could get in a layout at 55fps:

Ipad 3, safari: 1711, cjs: 770
Iphone 4s, safari: 2197, cjs: 642

So it seems even with rendering entirely off it wouldn't get anywhere near that high. Although I suppose they could have that test running on some crazy cutting edge mobile hardware, but I don't think something like an iPhone 5 could manage it.Arima2013-02-24 00:02:35
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Post » Sun Feb 24, 2013 2:01 am

hmm. iPad 3 huh. Well I know in the Ouya tests someone managed to get 5000 sprites. That's on a Tegra 3. https://www.youtube.com/watch?v=x-7B_hsr5as

You are right. There is more overhead. I suspect the test is just a simple brute force object moving. There is no game code overhead. I noticed your cjs tests are slower. Maybe because the js is not running on a more efficient JIT. I hear nitro does a good job to improve script performance.
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Post » Fri Mar 08, 2013 12:55 am

GameClosure developer has released a port of C2 games to GameClosure.

Check this out https://github.com/bubbleboy14/scblaster/

It seems he is working to make it stable.
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Post » Fri Mar 08, 2013 1:25 am

Wow, that's pretty awesome.
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Post » Fri Mar 08, 2013 2:40 am

yeah. i'm glad some one at GC found a solution. Knowing the in's and out is easier to create the bridge.

I'm looking forward to seeing how GC and PhoneGap will be for Ouya come end of March and I can start testing on my own device :)
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Post » Sat Mar 09, 2013 5:23 pm

He has been working on this a lot over the last few days. That's a good sign.
https://github.com/bubbleboy14/scblaster/ArcadEd2013-03-09 17:24:19
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Post » Sun Mar 10, 2013 3:37 am

Very interesting.
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