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Found 5 results

  1. I was looking for a good bunnymark example in phaser, but couldn't find a decent one, so I wrote one myself: There are two versions: Basic: http://phaser.io/sandbox/Pjdxyqzl/play all sprites have same scale, angle, rotation Custom: http://phaser.io/sandbox/dgCnSvCW/play all sprites have random scale, angle, rotation Two versions have the same code, but just different options set. - Click on the game to create bunnies. (Well, technically phaser-dudes) - There are options in preload to customize it. - All sprites are respawned from their original spawn point after they slow down. It was good practice for me, but now I don't know what to do with it, so I'm just putting this here, in case anyone has a use for it. Also all feedback is welcome.
  2. Hi I'm trying a super simple animation test. http://betterdeveloperway.com/tests/phaser/ I'm using a strong PC with Core i7 CPU and 4GB RAM. It got very good HTML5 benchmark results. I've tested on Firefox and Chrome and even though it could hardly get any simpler, the smoothness is disappointing. I expected absoultey no stutter and no lag but every few seconds there's a tiny pause. I've also tested on two other strong machines. It's never 100% smooth. Switching between WebGL and Canvas doesn't matter much. The test is intended for a very high profile project, so the tolerance is absolutely zero. Am I missing something, or are my expectations too high for HTML5? Attached below is the code (PNG is 0.3K and very small). Thank you! Gil <!doctype html><html> <head> <meta charset="UTF-8" /> <title>hello phaser!</title> <script src="js/phaser.min.js"></script> </head> <body> <script type="text/javascript"> window.onload = function() { var game = new Phaser.Game(400, 300, Phaser.AUTO, '', { preload: preload, create: create, update: update }); var rect; function preload () { game.load.image('rect', 'assets/rect.png'); } function create () { rect = game.add.sprite(game.world.centerX, game.world.centerY, 'rect'); rect.y = game.height; } function update() { rect.y -= 1; rect.y = (game.height + rect.y) % game.height; } }; </script> </body></html>
  3. Hi everyone, I need your help to understand advanced behaviors in Phaser. We're developing a big game with Phaser, we have many sprites, many layers and many animations. We have texts, and transparency too. Everything we need to make the game slow and with poor FPS We want to optimize the game one step after another, and we want to understand, too, what is the most consuming task. The game is currently running at 40 to 50 FPS on a desktop, with some minor slowdowns, but that is ok for us. On a mobile phone, even with big hardware (iPhone 5s, Xperia Z1, HTC One M8), it runs at 2 to 10 FPS, unplayable. The strange thing is that we tried to run the game on the iOS simulator, to profil it, and the result was exactly the same as on mobile. In fact, on mobile and iOS simulator, the CPU usage is 120%. On desktop browser, the usage is 30%. We are totally sure that the problem is CPU usage because memory use and access are ok. Do you have any idea, why this happens? Why the same code runs great on desktop, and not on mobile browser, even in a simulator? Any help would be appreciated, cause we are lost Thank you guys!
  4. Deban

    Performance tests

    Hello I used to be an AS3 developer. I started a new project, so... why not try something new? I try different languages and frameworks, all for the web. So here are some bunny benchmarks. I know pixi has it's own, but most benchmark usually test only rendering power and not processing power. What can I say? You rule! Not only in rendering power, but more important in processing power.
  5. rich

    CanvasMark 2013

    Tests the HTML5 <canvas> rendering performance for commonly used operations in HTML5 games: bitmaps, canvas drawing, alpha blending, polygon fills, shadows and text functions. http://www.kevs3d.co.uk/dev/canvasmark/