Timeline for HTML5 Jump and Run Game Performance issues
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 19, 2013 at 19:15 | comment | added | Kai Hartmann | The requestAnimationFrame() method might help a bit: developer.mozilla.org/en-US/docs/Web/API/… | |
| Sep 12, 2013 at 22:06 | answer | added | GameAlchemist | timeline score: 0 | |
| Sep 12, 2013 at 8:11 | comment | added | Steven Lu | Why don't you use Activity Monitor or top instead and take a look at CPU load? a full thread of load usually heats my rMBP up a little but not enough to speed up the fans. Because of that, I am already inclined to agree something may not be right. Anyway, sounds like you care too much about performance not to go WebGL or native with this, unless you need this working on mobile or something (in which case, it's probably already too sluggish if it heats up the Mac) | |
| Sep 11, 2013 at 16:30 | answer | added | aaaaaaaaaaaa | timeline score: 2 | |
| Sep 11, 2013 at 16:15 | comment | added | user1818924 | our average-fps is about 60. By performance issues we mean after playing several minutes, out macbooks get loud. We assume the problem lies in the drawImage() method, which is called every gameloop, cause the entities move by a tiny offset. If we uncomment the drawImage(), this does not happen, so we're looking for alternatives and have tried out offscreen-canvas, but doesn't seem to minimize the lack... maybe we have to find some alternatives here!? | |
| Sep 11, 2013 at 13:56 | comment | added | aaaaaaaaaaaa | What do you mean by performance issues? What is your update rate? | |
| Sep 11, 2013 at 13:05 | answer | added | sws | timeline score: 4 | |
| Sep 11, 2013 at 11:59 | answer | added | Adrian Maire | timeline score: 0 | |
| Sep 11, 2013 at 10:04 | history | edited | user1818924 | CC BY-SA 3.0 | added 70 characters in body |
| Sep 11, 2013 at 9:28 | history | asked | user1818924 | CC BY-SA 3.0 |