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General Discussion / Re: Version 2.3 Feature Suggestions
« on: 2018-01-03, 02:19:42 PM »
That's fine, I'm sorry for bothering you about it. I was going to ask but I imagined that maybe you had a smart reason (Like relying on the browser to not draw these sprites, since some browsers are faster for offscreen calls to drawImage() and take less time to execute it)
My project only compiles for HTML5. It gives errors for C#. Well, I'm abusing the rule system to use Javascript code, which is why. I have very little interest in the C# runtime so I guess everything I'll discuss will be HTML5 related.
As for C# discussion, I'm not really as interested..
the HTML5 stuff is the coolest part of SGDK2. HTML5+node = useful for 99% of all tasks, plus multiplatform.
I see little reason to continue using the C# stuff but maybe I just don't understand the subtleties between C# and HTML5 generated games! SGDK2 should focus on HTML5.
The requestAnimationFrame code with my other changes seem to give me a consistent framerate for the main game loop.. with less random game slowdowns even when I'm standing still If the screen is ready to draw and the timing is right, it draws, then updates. If the timing isn't right, it just draws.
This gives an amazing refresh rate asynchronously independent of the limited framerate, even if I reduce the FPS of the game to something small like 10. I'm using a css transform to reposition the canvas, so you can see when the screen refreshes (You get a fast flicker-like CRT effect, it's hard to describe but it's beautiful).
The longest violation I get in console for my call to mainLoop is 70ms, and it's rare.. Most often it's 50ms and that's only when I draw+update() in the same frame.
These optimizations seem useful.
I mentioned a ton of other points and ideas above, you can look into them if you want
Namaste
My project only compiles for HTML5. It gives errors for C#. Well, I'm abusing the rule system to use Javascript code, which is why. I have very little interest in the C# runtime so I guess everything I'll discuss will be HTML5 related.

As for C# discussion, I'm not really as interested..

I see little reason to continue using the C# stuff but maybe I just don't understand the subtleties between C# and HTML5 generated games! SGDK2 should focus on HTML5.
The requestAnimationFrame code with my other changes seem to give me a consistent framerate for the main game loop.. with less random game slowdowns even when I'm standing still If the screen is ready to draw and the timing is right, it draws, then updates. If the timing isn't right, it just draws.
This gives an amazing refresh rate asynchronously independent of the limited framerate, even if I reduce the FPS of the game to something small like 10. I'm using a css transform to reposition the canvas, so you can see when the screen refreshes (You get a fast flicker-like CRT effect, it's hard to describe but it's beautiful).
The longest violation I get in console for my call to mainLoop is 70ms, and it's rare.. Most often it's 50ms and that's only when I draw+update() in the same frame.
These optimizations seem useful.
I mentioned a ton of other points and ideas above, you can look into them if you want

Namaste