High Concept Ideas: Building a HTML5 Wrapper

Discussion and feedback on Construct 2

Post » Sat Feb 25, 2012 11:09 am

@Ashley

In my expression, Pokki can run in 60fps at win7 system. But I remember @gonzdevour told me that he got 2x fps in XP.
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Post » Sat Feb 25, 2012 11:41 am

I hope html5 performance will get significantly better this year across more machines.
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Post » Sat Feb 25, 2012 2:21 pm

Seems like browser independence is close. This is nice, as I really hate it.
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Post » Sat Feb 25, 2012 3:09 pm

Next version of awesomium will get full support for webgl and everything else it seems. When it comes i'll see about making a wrapper for C2. I already have the base rendering code working ,a gui made with html5/css3, rendering to opengl. Even with it's licensing costs Awesomium seems to be the best solution to get webgl and everything rendering on a desktop host.Kiyoshi2012-02-25 15:11:07
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Post » Sat Feb 25, 2012 3:37 pm

[QUOTE=Kiyoshi] Next version of awesomium will get full support for webgl and everything else it seems. When it comes i'll see about making a wrapper for C2. I already have the base rendering code working ,a gui made with html5/css3, rendering to opengl. Even with it's licensing costs Awesomium seems to be the best solution to get webgl and everything rendering on a desktop host.[/QUOTE]

@Kiyoshi: This sounds nice. And it's free for non-commercial, so I can use it.
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Post » Mon Feb 27, 2012 1:03 pm

Awesomium sounds... AWESOME!
It is indeed quite expensive, but that's because its use is way more broad and aims at bigger things...

Are you working on it, @Kiyoshi?
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Post » Mon Feb 27, 2012 2:49 pm

I'm waiting for 1.7 alpha launch , since it'll support webgl. But i think i'll start with current version just to see how it works.
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Post » Mon Feb 27, 2012 3:20 pm

First test (running on canvas) with particles effect example (adequate example) : 2 FPS. I'll check my code for possible optimizations. Even then 60fps on canvas is practically impossible right now. Let's hope for 1.7 version with webgl support.
Apart from that getting it running was a piece of cake since i already had a base code.
Notes:
1: It's running locally, no idea how to run it through an embed server, don't know if it's even possible.
2: Had to load jQuery locally. Loading from Google hangs the app.

Update: Posted on awesomium forum asking for some tips on this case :)Kiyoshi2012-02-27 15:55:41
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Post » Mon Feb 27, 2012 5:31 pm

Where can I get Awesomium 1.7 to try out? :P

I'm still concerned it won't do WebGL as fast as the real Chrome does. Chrome uses a sophisticated multi-process model to maximise performance. I don't know how it works but if Awesomium stays single-process, it will use less efficient code paths through Chromium, so WebGL will indeed work but it still may not guarantee good framerates. We'll just have to see.
Scirra Founder
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Post » Tue Feb 28, 2012 11:22 am

[QUOTE=cow_trix] Hey gammabeam. Titanium Desktop is built to do this. It's extremely easy to do: I managed to export this fairly complex game in under a minute once I had it all set up:

http://dl.dropbox.com/u/1378330/DesktopDemo.zip[/QUOTE]

@cow_trix
How did you make it work? My game doesn't work at all after exporting and building it for html5, the demos works though..
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