NW.js v0.12.0 (Chromium 41) 5th March, Discussion

Discussion and feedback on Construct 2

Post » Fri Mar 06, 2015 7:03 pm

R0J0hound wrote:@Silverforce
Just an idea. You could spread out the processor load further by doing something like this: instead of updating all the enemies every time interval just update half one interval and the other half the next. Or you could spread it further if needed. That would reduce the amount of stalling when looping over a large number of enemies.


That's what I did once, with displaying one massive array. It works great.
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Post » Fri Mar 06, 2015 9:29 pm

R0J0hound wrote:@Silverforce
Just an idea. You could spread out the processor load further by doing something like this: instead of updating all the enemies every time interval just update half one interval and the other half the next. Or you could spread it further if needed. That would reduce the amount of stalling when looping over a large number of enemies.


Thanks. I sorta have that currently, faster units (drones & fighters) are on a different timer branch that updates more frequently than slower ones. Its required to keep them fluid since the distance & angle checks to determine their movement has to be fired more frequently else they collide before evading. :)

I enjoy the challenge to optimize so its fun working with the limitations of 1 logic thread.
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Post » Fri Mar 06, 2015 9:58 pm

Has anyone had trouble with NW.js + Box2D asm.js + minify? Any of the physics projects I've tried, if I export and minify, I just get a black screen. No minify or use the other Box2d, the all seems to work.
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Jamarda Digital
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Post » Fri Mar 06, 2015 10:09 pm

@JamardaDigital Would you please file an offical bug for this?
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Post » Sat Mar 07, 2015 12:53 am

@Eisenhans & @jamardaDigital,

Bug report submitted - here.
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Post » Sat Mar 07, 2015 1:43 am

@Colludium

Thanks, I was just about to do this.
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Post » Sat Mar 07, 2015 12:26 pm

@Colludium Thanks for saving us the work.
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Post » Sat Mar 07, 2015 12:56 pm

:). It allowed me a quick break from (failing at) planning a layout.
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Post » Sun Mar 08, 2015 1:22 am

I'm still getting some slight jank, it's most noticeable when you jump. But my game is 256x224 scaled to screen. So it could be that a couple pixels still jank, although it's only happening on my player.

When you update NW.js, what happens to the package.json files? Do they update as well? Because mine are apparently dated 27/01 but my new NW.js update is dated 06/03. Are they supposed to update as well?
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Post » Sun Mar 08, 2015 5:10 am

Nesteris wrote:I'm still getting some slight jank, it's most noticeable when you jump. But my game is 256x224 scaled to screen. So it could be that a couple pixels still jank, although it's only happening on my player.

When you update NW.js, what happens to the package.json files? Do they update as well? Because mine are apparently dated 27/01 but my new NW.js update is dated 06/03. Are they supposed to update as well?


You know, I think there is problem with scaling up low res games.
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