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  1. Hey everyone. I want to make a HD tower defense game for mobile browsers, so I want to have a discussion about performance and the best solutions. I am planning on using Phaser (2.0) to accomplish this task, but how many sprites can be drawn and collided against each other before the frame rate takes a steep hit on the mobile browser? Is it feasible to get 100^2 sprites at a good performance? What do you all think the theoretical upper limit is. I remember making my first game, when I had around 50 sprites on the screen updating and checking collisions, the game dropped to around 40 FPS on my mobile device and required optimization. My other question would be what about asm.js? Do you think you could see a performance gain writing native C++ or C#/Java code and compiling it to asm.js? This would require a custom engine obviously, but theoretically would this give a massive performance gain? Also, what is the current state of webgl on mobile browsers? Is everything still basically canvas or are we seeing actual hardware acceleration in Chrome, Safari and Firefox mobile os's? Obviously I will prototype the Phaser version later to see what amount of animating, colliding sprites I can get out of my HTC Evo 4g lte, but for now I just want some of your opinions and experiences with "larger" games on mobile. Thanks.
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