Per-layout Asset Loading

Discussion and feedback on Construct 2

Post » Tue Dec 11, 2012 8:43 pm

Hi All,

@Ashley mentioned a while back that per-layout dynamic asset loading was on the agenda. I was just wondering whether there's any inclination of when or if it's still planned?

We can create a very complex solution using various Git branches to keep the logic in sync across various projects, then load different HTML for different visual themed worlds. It's messy, and a headache, but if it's not looking like per-layout loading is on the horizon we're happy to go that route.

This definitely won't affect smaller projects, it's just that with new world themes, the number of textures loaded into memory can double, which is just starting to affect us.

Thanks! :)
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Post » Tue Dec 11, 2012 10:17 pm

I think it's already implemented, but requires webgl. I recall reading something about ludei possibly implementing support for it in cocoonjs even without webgl, though.

I'm not sure of the specifics, though - like if using it swaps images in and out of vram but still requires the images to be stored in ram or if they're read from disk when swapping instead.
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Post » Tue Dec 11, 2012 10:24 pm

Automatic, always-on per-layout memory loading was implemented in r107. However, it only affects the WebGL renderer, because the canvas 2D API does not provide manual memory management. For browsers which do not support WebGL (notably IE10/Win8) it's simply up to the browser to manage memory intelligently. It's possible it does this already, but it's hard to test - your best best is to ask the browser vendor. On CocoonJS and directCanvas it's also not supported, but it may be coming soon (I've discussed with both about implementing it explicity even though they're both currently canvas 2D rendered).

Edit: Arima ninja'dAshley2012-12-11 22:24:24
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Post » Tue Dec 11, 2012 10:27 pm

Ah excellent info, thanks very much for the replies.
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