What physics engine has better performance?

Discussion and feedback on Construct 2

Post » Mon May 05, 2014 2:11 pm

What physics engine has the best performance in mobile games, the box2d with the option of accelerating in cocoonjs; or cocoonjs native?
I'm trying my best performance for mobile games, and do not know which option may be more advantageous.
If someone with some more experience with it can help me, would be very grateful.
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Post » Mon May 05, 2014 4:33 pm

Someone? @russpuppy, could you help?
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Post » Mon May 05, 2014 5:11 pm

I'm not sure exactly, take a look at the paragraph under Conclusion at https://www.scirra.com/blog/132/more-ab ... ed-physics
Your best bet though is to just play around with your own project under different settings
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Post » Mon May 05, 2014 6:41 pm

But you have used which physics engine for your games?
 And you have used the option to accelerate the cocoonjs box2d?
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Post » Mon May 05, 2014 11:02 pm

yeah I think I've used cocoonjs native physics for some apps
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Post » Tue May 06, 2014 10:50 pm

Thanks @russpuppy, this help a lot!
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Post » Tue May 06, 2014 11:42 pm

@russpuppy , Can you teach me what the correct way to show the achievements? In my game when the score reaches at a certain value, an achievement should be enabled, but none of achievments ever worked.
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Post » Wed May 07, 2014 12:01 am

it should be pretty straight forward, have you looked at the example capx from ludei?
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Post » Wed May 07, 2014 3:06 am

@russpuppy Well, I believe that the problem of achivements I could solve alone.

But I'm having a problem in displaying the score in google play games.

The values ​​that I submit there are something like " 34.12" ( a float number)
But the google play, displays something like "0.34"

Do you know how can I solve this problem?
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