Memory use, huge problem for large games on mobile

Discussion and feedback on Construct 2

Post » Tue Mar 05, 2013 7:01 pm

Great to hear! :)
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Post » Tue Apr 02, 2013 12:56 pm

Really keen for this. Basically stripped my app down to barebones to remove 'Memory Limit warning'.
The memory log option in CocoonJS is awesome for identifying issues with sprites.
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Post » Sun May 19, 2013 3:36 am

@Ludei @Ashley

How is memory management issues going?

On my iPad 3 I sometimes get a "pause" when I have look in the console there is a "received memory warning" message.

Is there anything we can do in the meantime? Can we dump textures out of memory manually?

What else can we optimise to reduce memory footprint. I have already attempted to get all textures be smaller than 512x512 I am at a loss as to what else I can do.

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Post » Sun May 19, 2013 5:22 am

Ludei is incorporating webGL, which has layout by layout loading, into cocoonJS and has said they will be releasing a new version with it soon.
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Post » Thu Sep 12, 2013 9:13 am

I guess Ludei has not managed memory use issues and layout-by-layout loading yet, am I right?
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Post » Thu Sep 12, 2013 10:26 am

Afaik, while it has webgl, it does not yet support layout by layout loading.Arima2013-09-12 10:28:05
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Post » Thu Sep 12, 2013 1:17 pm

@Arima, can you advise some ways to solve memory warning issues with large projects? I face those on iOS devices... android feels good and runs smoothly....
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Post » Thu Sep 12, 2013 3:31 pm

leveraging the topic, I have a doubt. When the game is physical, it is usually very slow in mobile, and in some browsers. I believe that because of the amount of calculations.

the solution would have the option to reduce the next decimal place after zero, for example, rather than 2.14356789 would be 2.14. It could be something optional. What do you think?
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Post » Thu Sep 12, 2013 4:39 pm

@filippileonardo something like half or quarter calculations?
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Post » Thu Sep 12, 2013 4:51 pm

@filippileonardo Scirra C2 have accuracy between pixels, and other things, like time ticks, making it near to impossible, or your game could start looking like 5 fps, while playing at 30 fps.

You can have an idea of what can happen by using the pixel rounding with the another pixel alignment options inside your projects.
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