5 ms·
The performance of the demo is awesome. Has anyone tried to do anything more complicated and tested performance. Would be fun to make a js game from this.
by progolferyo 15y ago
The performance of the demo is awesome. Has anyone tried to do anything more complicated and tested performance. Would be fun to make a js game from this.
- AshleysBrain 15y agoTBH it's a small demo - I've heard while JS engines these days are fast, they still struggle with complex physics simulations. I can't see any performance details/improvements noted in this release - anyone got figures?
- MrNibbles 15y agoUntrue, I used a port of Box2d (not this port, our own version) to build an "HTML5" game for sony, see link - http://www.youtube.com/watch?v=AicnuLQxHoQ http://www.youtube.com/watch?v=AicnuLQxHoQ Unfortunately the game was taken down due to the Japan situation. Understandable. Under Safari i was able to simulate ~80 live physics objects in a high collision environment at full frame render, bound to the DOM at 60fps on reasonable hardware 6 months ago (safari still has the fastest DOM paint time out there now). Even when using Firefox 3.6 i could manage around 20 dynamic objects. No CSS3 animation, just math and re-paints. Javascript Math is not slow (at all), its generally the DOM/Canvas slowing you down.
- AshleysBrain 15y agoIf you've ever used the C++ Box2D, you'll have been able to create hundreds of objects just fine. 80 still isn't much!
- MrNibbles 15y agoOf course! This is now nearly possible in Chrome/Safari/FF5, but the limiting factor is still primarily re-paint time rather than the simulation itself.
- AshleysBrain 15y agoReally? Even with FF5's hardware accelerated canvas?
- franze 15y agothe game looks awesome, any plans for a re-release?
- bermanoid 15y agoIt's also worth checking out GWTBox2d, which is actually Java code run through GWT, and runs surprisingly well: http://gwtbox2d.appspot.com/ http://gwtbox2d.appspot.com/ I'm really impressed with what JS can do these days...