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Developing a game for desktop and mobile browsers


johann_dev
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I'm having huge difficulties getting my game to run smoothly on the big three browsers for desktop and mobile. 

How my game currently runs on each platform:

Desktop Chrome: Great, 60 fps, no problems

Desktop Firefox: also great

Desktop Safari:  great

Mobile Chrome: little chuggy, but altogether decent

Mobile Firefox: Unplayable, 5-20 fps, music doesn't start playing until several minutes into play

Mobile Safari: Unplayable, constantly crashing.

Is it unrealistic to assume I can get it to play at 60 fps on all of these platforms?

What are some (broadly speaking) best practices for optimizing Phaser games for mobile browsers? I keep trying things to get my game to run faster (Object pooling, lower resolution, reducing number of sprites, optimizing algorithms) but in some cases these optimizations make the game run worse (specifically object pooling on mobile firefox). 

Should I abandon optimizing for mobile devices and instead deploy my games using CocoonJS/cordova/PhoneGap and put it up on the app stores?

 

 

 

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Hi @johann_dev,

In first place, If you are using the renderer Phaser.WEBGL or AUTO then try changing it to Phaser.CANVAS. Some browsers have support for webgl but with very poor performance (especially on mobile). 

 If you are using multiple text objects with webgl. Instead of system fonts it's much better for performance to use bitmap fonts (bitmapText object).

Regards.

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Thanks! I had already done all of those things you listed. I read on someone's blog that tilesprites are really inefficient on mobile browsers, and my game uses tons of them. I'm trying to replace them all with an extended version of phaser.image, I'll report back if it helps.

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I can confirm, replacing tilesprites made a massive difference in performance on mobile firefox.

mobile firefox is still slow to start, and there's a huge delay before the music in the game will start playing

mobile safari crashes during the first loading screen

 

Does anyone know if audio could be the source of my problems? I'm using audiosprites that reference both an mp3 and an ogg file.

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