Very poor performance with physics and CocoonJs

Get help using Construct 2

Post » Fri Dec 14, 2012 10:24 pm

Have someone tried to export the simple physics catapult example to CocoonJs? I tried and the results disappoint me... tested on iPhone 4 and iPad 2, it begins with 55 fps (cool) but When i Touch the pig, all slow down to 4/5 fps.
I test another physics game i made, a Ragdoll with 12 parts put together, the big part was 12x10 pixel, Very small. The result was that When the Ragdoll begin to fall, with only floor on the screen and a restart button, the results was the same as above, 4/5 fps.
So, if u are planning to make an Angry Birds clone, u can't put it on any smartphone or tablet but only on pc (on the pc the fps was 60 fps, perfect).
I'm a big fan of C2 and I love it, but I Think this is a Very limitation for Who, like me, Wanna create a physics game not only for the Chrome store...
Haven't try the AppMobi, if someone would like to try and tell the results...ilraffo2012-12-14 22:25:20
B
16
S
4
Posts: 35
Reputation: 2,292

Post » Sat Dec 15, 2012 12:09 am

That's very interesting. I haven't tried much, but my 5 bouncing balls get's 60fps consistently.

However that's consitently not always. On rare occasions I would get a hiccup and it would drop to 20 or less fps for just a moment.

This was on iPad2 IOS6 and iPod Touch 3g IOS5.

so there might be something very specific going on that causes this drop.
B
87
S
18
G
9
Posts: 2,455
Reputation: 14,834

Post » Sat Dec 15, 2012 1:41 am

I'm not sure if c2 supports cocoonjs's new physics acceleration yet or not. Have you tried the demo that comes with the launcher?Arima2012-12-15 01:42:07
Moderator
B
87
S
32
G
33
Posts: 3,005
Reputation: 27,397

Post » Sat Dec 15, 2012 9:15 am

@jayderyu: I have iOS 5.0.1 but I don't think is that the problem. I noticed that with 4 or 5 small physics elements the performance are ok. if u can, test the catapult example on ur ipad2 ios6. You have only to export without any modification because is already touch.
@Arima: Today i'll try and will post the results, tx for the info. I don't knew there was this new function and demo. EDIT: where should be this demo tutorial? I just open C2, New project, and the only CocoonJS project is the standard with the CocoonJSAds object... I cannot find any new physics acceleration. ilraffo2012-12-15 09:52:56
B
16
S
4
Posts: 35
Reputation: 2,292

Post » Sat Dec 15, 2012 6:38 pm

The demo is in the cocoonjs launcher itself - the first screen says demos, then select the box2d demo.
Moderator
B
87
S
32
G
33
Posts: 3,005
Reputation: 27,397

Post » Sat Dec 15, 2012 7:28 pm

Ah ok, sure! I try it and it run Very Very fast! On iPad 2, I added 180 objects / rocks and is still 62 fps! With 300 obj is "playable", 30 fps. I think 300 obj on the screen is a Very large number! Angry Birds use at last 100/150 small object on the screen. So, Why with 12 obj and some joints to make a ragdoll, When i export the project for CocoonJs it runs slowly? There's no implementation between C2 and Ludei's product? C2 is not yet implemented to use Box2D function?
Hope Ashley or Ludei can answer this important question.
Physics are Very cool to use, on C2 works very well, on CocoonJs works very well... But together don't work fine.
B
16
S
4
Posts: 35
Reputation: 2,292

Post » Sat Dec 15, 2012 9:26 pm

The acceleration for physics is very new in cocoonjs, and I think scirra just hasn't updated c2 to use it yet - they're very busy at the moment.
Moderator
B
87
S
32
G
33
Posts: 3,005
Reputation: 27,397

Post » Sat Dec 15, 2012 10:35 pm

I hope they can resolve this problem. I like physics and ragdoll!

Thanx Arima for all ur answers! I'll proceed with my project for the pc for now, implementing the touch object because I believe in Scirra!
B
16
S
4
Posts: 35
Reputation: 2,292

Post » Tue Dec 18, 2012 10:11 am

Hi guys!

Ok, a bit late here, but I think all this needs a bit of explaining on our part.

The Box2D extension is still quite incomplete in the last version we released, so there are several things that don't work yet. Contact listeners are missing, fixture support is incomplete, etc. We're working on improving support for all these things, but for the moment I'm afraid you'll have to wait, as making Construct support every feature of Box2D in CocoonJS would take an enormous effort from Scirra.

We hope to get that extension to a point where integration into Construct will take a few seconds, but for the moment it's not complete enough for that. We'll keep working, though.

You can take a look at how we're doing in our extensions repo here: https://bitbucket.org/ludei/cocoon_cocoonjsextensions
(Please note that only the "master" branch will work with the released version of CocoonJS)
B
9
S
4
G
4
Posts: 383
Reputation: 3,616

Post » Tue Dec 18, 2012 5:35 pm

Yep, thanx for the reply! I'm not a programmer, but all this seems a little complex.
So, good work to all!
B
16
S
4
Posts: 35
Reputation: 2,292

Next

Return to How do I....?

Who is online

Users browsing this forum: luisgmolina, nimos100, R0J0hound, Rezzon71, Yahoo [Bot] and 26 guests