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  1. Yes, I thought it, samme shows the way to change speed of physics and tween , I just need to change other speed like game logic loop
  2. Thanks for update this example A little problem, may be a bug, when the time is nearly stoped (physicsElapsedMS == 0), Particles stoped too, then change the time back, particles still stop.
  3. Not different, 160M GPU memery, 110M memery, 12% CPU, JS takes 80M memery
  4. This is great, thank you. This code should add to Examples of phaser
  5. No one knows?
  6. How to make time scale with phaser? I found "game.time.slowMotion" but it show time only and looks like frame drop I need a smart way to set game 3 times faster or pause (except menu animation and click respond) or slow like bullet time. And frame smooth of course Is any one can help?
  7. No one knows?
  8. 300000, v4.5.2 7 FPS, cpu and gpu still idle
  9. And other game has more FPS after take more CPU, so, my driver and system are normal. It's no reason for phaser use so less CPU If phaser used workers, it shoud show more FPS, not less while I run "Oxygen Not Included" while I run "fallout 4"
  10. No chrome, Only electron, only one window, still same, 18% CPU total
  11. I think the game has right to use 80% at least, there is a strict limit because webkit designed for web page I infer
  12. Right part of the image , all core is low then 30%, the top one is total, the red square is paused game for a while. And I tried this test in electron and chrome, same result. You can see the code after image. Just chang from example in phaser, named "arcade physics/group vs self" var game = new Phaser.Game(1800, 1600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.spritesheet('spinner', 'assets/sprites/bluemetal_32x32x4.png', 32, 32); } var sprites; function create() { // Here we create a group, populate it with sprites, give them all a random velocity // and then check the group against itself for collision sprites = game.add.physicsGroup(Phaser.Physics.ARCADE); for (var i = 0; i < 9290; i++) { var s = sprites.create(game.rnd.integerInRange(100, 700), game.rnd.integerInRange(32, 200), 'spinner'); s.animations.add('spin', [0, 1, 2, 3]);'spin', 20, true); s.body.velocity.set(game.rnd.integerInRange(-200, 200), game.rnd.integerInRange(-200, 200)); } sprites.setAll('body.collideWorldBounds', true); sprites.setAll('body.bounce.x', 1); sprites.setAll('body.bounce.y', 1); } function update() { game.physics.arcade.collide(sprites); }
  13. I using i7 6700k. All core is down then 30%. Phaser use multi core fine
  14. Sorry for comming back so late I tried canvas mode, no big difference I tried gpu-z , it shows gpu is fine to this test, and cpu too, they all didn't busy enough. I still think webkit or phaser or physics.arcade have a performance limit.
  15. I modified the phaser example named "arcade physics/gourp vs self", I change the number of object to 10000 then , off course , fps is very low But only 14% cpu, and 300m memery be used on my system Is there any performance limit exist in chrome or webkit ? How can I change it?