Jump to content


  • Content Count

  • Joined

  • Last visited

  1. That sounds like a smart way to test apps, thanks for the info @OkijinGames!
  2. Great info, thanks again! Didn't know there was a cordova plugin for visual studio, i have the express version, maybe i have to upgrade to community, but that's good news! Ok that's great info! May i ask how do you test/debug the apps made with Cocoon.io? Do they have some sort of cloud based vm emulators for Android and iOS? Do you download .apk and .ipa files and test them on your own devices?
  3. Thanks @b10b for your info, exactly what i was looking for! My current games rely only on hardware accelerated canvas, and have decent performance in mobile browsers, so I hope that they can get a slight performance boost that will make them acceptable in most devices. Can you please elaborate a little bit more about the Intel xdk tool? Can I use my html/JavaScript/CSS code as it is? Or do I have to make any changes/additions?
  4. Hi everybody, i would like any info regarding tools that can package HTML5 web apps to native (preferably) and hybrid mobile apps (Android and iOS are the two platforms i would like to target). My main concern is to find which tools can render canvas (WebGL also would be great) contents on a native OpenGL stage, in order to get the best mobile performance. Now, from my research i found that only - Cocoon.io (formerly known as CocoonJS) can build and package a HTML5 Canvas (and WebGL) app to a native mobile (Both Android and iOS). If you want to target iOS only you can also use -
  5. Sorry i think you might have misunderstood me. I also get perfect performance in fullscreen, the windowed mode is for some reason less smooth, running at about 45-50 FPS. Really weird actually because the size of the canvas is not changing. FWIW, i think it might be related to Chrome's composited layer borders, an issue described here : http://stackoverflow.com/a/27432559/2025271 Anyway, if @ivan.popelyshev you could try it also in windowed mode i would be grateful!
  6. Simplest thing i use in Windows is mongoose. Just an exe file! It has been archived as a project, but anyways works just fine if don't need any server side scripting https://code.google.com/archive/p/mongoose/downloads
  7. Really fun game thanks for sharing! What exactly are you looking to improve, besides adding a theme and some graphics? Cause it's really vague right now. Something i noticed is that if you click the mute button, the following "spacebar" keystrokes keep triggering the button. This is easilly addressed by overriding the default spacebar's and perhaps also Enter's behaviour. Also you could put the text in a more convenient location, and start the level after the whole phrase is rendered. Cheers!
  8. Did anyone else using chrome notice a difference in FPS when when resizing the application window and when running fullscreen? For example if i run the canvas rendered example on my PC i get 44-48 FPS when the application window size streches to fit the whole screen (1920x1080 60hz). But if i hit F11 to switch to full screen mode, i get 60 really smooth Frames per second. This is not related to PIXI i have noticed it on other libraries and examples as well. If someone using Chrome 46.0.2490.80m, on Windows 8.1 64bit could confirm that too, i would be very thankful. Of course if anyone has an
  9. Wouldn't that be pointless since it already has a difference on some systems, regardless of the simplicity of the example? Thank you for your input anyway!
  10. Thank you for the effort! Nice tutorial very helpful!
  11. Thanks @mattstyles for the feedback! I should have mentioned that i am testing on a Windows 8.1 machine with the latest Firefox. My GPU is a motherboard embedded Radeon HD 4290, but i've seen equally inconsistent results with better GPUs. Offtopic : This must relate to another weird issue i've been having, in all browsers and platforms. Performance is inconsistent when you change the browsers window size, and when you are on fullscreen mode. I've seen all kinds of strange behaviour and never understood what is going on behind the scenes.. Even without scaling canvas/stage, on resize.
  12. I suppose it would be wise to stick with canvas for the time being, and switch to webgl when it gets more mature. @agmcleod i get 45-55 on firefox and it is not getting better. The image is preloaded so it is not the case. @fire7side My experiments are quite the same here. But the big dissapointment is Firefox really. Even with canvas i can't get smooth tweening in a consistent way. From my experiments : 1) chrome (both webgl and canvas work quite great) 2) internet explorer (good canvas not webgl) 3) firfeox (inconsistent results all over) Really appreciate the feedback! Thanks
  13. Hello everyone, i am new here, and would like to ask my first question! I have made a 2d canvas game using mainly CreateJS, and GSAP. For various reasons, i would like to be use Firefox as a browser, but i have had some performance issues that couldn't surpass. So i decided to check a webgl based rendering library such as pixiJS. I have made a quick test page to see if i could get smooth tweening using webgl rendering vs canvas based rendering. I would expect better framerates using webgl, but the truth is that i get lower framerates and really jerky motion. All the articles and examples i'v
  • Create New...