Native Desktop Exporter for Construct 3

Discussion and feedback on Construct 2

Post » Thu Jan 29, 2015 9:47 pm

Don't lose your work. Backup your game with Dropbox.
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Post » Thu Jan 29, 2015 9:55 pm

TiAm wrote:Here's my mod of the test:

https://www.dropbox.com/s/qg2mp4c07ka38 ... .capx?dl=0

Cool, updated the export. Guess our task now is to optimize events or behaviours until it works the same as theirs and performs as good or better :)
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Post » Thu Jan 29, 2015 9:56 pm

Every tick text to fps is going to eat a little cpu.
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Post » Thu Jan 29, 2015 9:57 pm

newt wrote:Every tick text to fps is going to eat a little cpu.

Well, they even have a neat little graph so it probably evens out...
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Post » Thu Jan 29, 2015 10:17 pm

TiAm wrote:So...on a less serious notes, I took a look at Pixi.JS. Holy smokes...it is fast. Take a look at this:

http://www.goodboydigital.com/pixijs/bunnymark/

I get 2200 bunnies on my (not very powerful) android device before it goes <60fps, and on desktop I get ~50,000 before it goes <60fps. Wow. :shock:


not really a fair comparison, the picking system in C2 has a very real overhead, while this engine is doing very little besides Iterating many objects that are part of an array. The picking system makes development in construct simpler in a lot of cases and changes workflow greatly from other engines. Animating sprites and doing nothing else is a benchmark but it doesn't really mean anything. You could push some vertices/faces/attributes buffer onto the GPU and animate millions of sprites on a normal machine without a hiccup, but it isn't something that can be used in a game engine, unless you write all the logic for the GPU and control things cleverly through uniforms.

Game engines are extremely complicated and writing "fast" code for modern architecture requires a lot of skill and talent. It'll always be this way, as computers get faster people will say "well this game designed by 1000s of people with a million dollar budget can run on my computer, so why can't I have a million sprites at once in my engine not built for this use case?". People are complaining about something which isn't really an issue, it's just a fact. A native exporter wouldn't really give you the magical improvements you expect. There are tons of ways to get native games out there, and construct 2 isn't the best one, thats a given. It is however the best html5 engine right now, and i feel a native exporter would make construct 3 a jack of all trades but master of none, unless scirra took on a huge big risk hiring extra employees, and raising the price of C3 significantly. At that point they'd be competing with unity and would be fighting a loosing battle against an established product which people will have a subjective bias towards being "better" than C3 even if C3 was objectively a better product.
Last edited by QuaziGNRLnose on Thu Jan 29, 2015 10:26 pm, edited 1 time in total.
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Post » Thu Jan 29, 2015 10:22 pm

newt wrote:Every tick text to fps is going to eat a little cpu.


Not for spritefonts.

Somebody wrote:
TiAm wrote:Here's my mod of the test:

https://www.dropbox.com/s/qg2mp4c07ka38 ... .capx?dl=0

Cool, updated the export. Guess our task now is to optimize events or behaviours until it works the same as theirs and performs as good or better :)


New version w/ event based logic(much closer behavior to actual bunny test):

https://www.dropbox.com/s/ajkt6byja99ud ... .capx?dl=0

Here's an export to test in the browser of your choice:

http://unknownenterprises.altervista.or ... index.html

With this one I top out closer to 15k sprite before <60fps in node-webkit, 12.5k in chrome stable. Event system overhead I imagine.
Don't lose your work. Backup your game with Dropbox.
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Post » Thu Jan 29, 2015 10:24 pm

@QuaziGNRLnose

Actually, I think this shows that C2's renderer is already pretty damn good. Maybe it could be better, but, as you say, it's competitive to a blazing fast renderer that isn't having to deal with the overhead of a real game engine.
Don't lose your work. Backup your game with Dropbox.
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Post » Thu Jan 29, 2015 10:52 pm

18K in Chrome DevilMark 96K in Chrome Pixi.js
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Post » Thu Jan 29, 2015 10:56 pm

At that point they'd be competing with unity


They already are. Pretty sure C2 is high on list of popular game making engines. The issue isn't performance, you are right. It keeps getting tossed around as if that's what people are asking for. It's about being able to export without 3rd party reliance. Period.
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Post » Thu Jan 29, 2015 11:08 pm

I think that C3 must bring some real features that are not in C2 for people to buy it
Most people who bought C2 are hobbyists who don't make a lot of $ out of it, so every little expense counts

how about putting some 3d features in c3? i think many people would consider the upgrade
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