PERFORMANCE: Construct 2 vs THE REST

Discussion and feedback on Construct 2

Post » Wed Mar 20, 2013 11:34 pm

So, i just started in game development, and as usual, I look around for diferent options of game development software, till I find Construct 2. So I dive into it.. what can I tell you.. it was great!!. UNTIL I find this video on youtube:

http://youtu.be/3PeGbMvpz4M

I was like: "WHAAA!!!!??"

so my questions are.. is this true? why should I keep working with Construct 2? if its true.. is going to change? when? should I look for something else like GMstudio?    

P.S.: I dont work for any of the other companies, and they are not paying me for write this, i love Construct, I just want someone to convince of the opossite of what that video shows

sorry about my english.



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Post » Wed Mar 20, 2013 11:43 pm

Hay , Ask that dude with what did the game get wrapped , because there's a huge difference between CocoonJS and any other exporter ... This video seems old enough and the performance got a HUGE pat in the back ...

Edit : Seems odd enough ?! Should run at a steady 60 frames normally ?
Maybe ask some dudes from Cocoon ?Whiteclaws2013-03-20 23:45:10
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Post » Wed Mar 20, 2013 11:47 pm

Performance wise, admittedly the Physics behavior is a weak point in Construct 2. Javascript is not well suited to the intensive calculations that are necessary. However, note that Construct 2 thoroughly demolished our competiton in other areas last we checked (https://www.scirra.com/blog/59/construct-2-vs-gamemaker-vs-gamesalad-vs-stencyl), but that was quite a while ago so it's not up to speed with the latest developments. (Construct 2 scores a lot better on those tests due to optimisations we've done, for example.) Also the Physics behavior is opt-in, so if you don't use it, you don't get the performance hit.

In our latest tests we had a phone rendering over 7000 rotated sprites on-screen at 30 FPS, something I think a lot of engines would struggle with. We've also done tests that show our HTML5 engine is competitive with our old native engine performance-wise.Ashley2013-03-20 23:48:50
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Post » Thu Mar 21, 2013 12:16 am

so, the key is not to abuse the Physics behavior right?marcelocolombo2013-03-21 00:17:07
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Post » Thu Mar 21, 2013 12:39 am

Someone can link me games for iOS are made by other engines. I can judge it between C2 and other engines, i've developed more than 5 games for mobiles.
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Post » Thu Mar 21, 2013 12:59 am

Also, cocoonjs has acceleration for physics in the pipeline, which they have said will be easy for c2 to use. In the beta box2d demo included with the cocoonjs app and 300 objects (it's free, you can try it out yourself), I get about 40-50 fps on my iPhone 4S and 50-60 fps on my ipad 3.
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Post » Thu Mar 21, 2013 1:07 am

eh... construct 2 has been great for me so far so whatever. plus i doubt id ever use 300 physics based objects in my games *shrugs*
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Post » Thu Mar 21, 2013 1:21 am

This is probably the one test that best plays to C2's weaknesses.

If you want to make an android game that uses hundreds of physics objects, then maybe you should consider other options. However for desktop C2 is fast enough for almost anything.
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Post » Thu Mar 21, 2013 1:49 am

I figured out Game Maker, Freedom Engine and Corona SDK have native exporters could export Android with SDK that C2 doesn't, only it's using with CocoonJS which runs HTML5. No Javascript.
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Post » Thu Mar 21, 2013 10:26 am

Cramming physics heavy game into itty bitty phones? Someone is optimistic.
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