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Author Topic: Testers needed  (Read 888 times)
las6
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creepy!

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« Reply #15 on: April 12, 2012, 07:05:28 AM »

Oh man. Keeps getting wierder. Cheesy
The coarse culling does reduce the amount document writes (can also reduce the need for repaints), but adds a bit more logic overhead AND more importantly, adds a lot of animated objects as culled objects are being faded out and then faded back in when they reappear.

I guess my next step is to create a semi-automated test that would try differentiate between write, gpu and cpu speeds.
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Prime_8
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« Reply #16 on: April 12, 2012, 10:05:39 AM »

works good in ie , best in Chrome . ~ 25 fps averag

Opera beats Ie .
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fog
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« Reply #17 on: April 12, 2012, 08:43:41 PM »

Oh man. Keeps getting wierder. Cheesy
Yeah it looks like interpreting the wildly different results is going to make optimisations tricky.  I'm anticipating similar issues now that I'm developing for several different platforms....or at least trying to  Tongue


The coarse culling does reduce the amount document writes (can also reduce the need for repaints), but adds a bit more logic overhead AND more importantly, adds a lot of animated objects as culled objects are being faded out and then faded back in when they reappear.

I guess my next step is to create a semi-automated test that would try differentiate between write, gpu and cpu speeds.
Excuse my ignorance here Smiley  Do you have any idea what sort of ballpark performance we should expect from html5?  How much CPU & GPU access does it have compared to other programs?
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las6
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creepy!

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« Reply #18 on: April 13, 2012, 04:59:39 AM »

Proper HTML5 (which this is not) should be plenty enough in most cases, since you're most likely drawing to the canvas using opengl with hw renderer.
See more @ http://www.chromeexperiments.com/

What I'm experimenting with here is a method that would work even in cases where HTML5/Canvas support doesn't exist and I can use regular browser events to handle clicks, mouseovers and such...
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Prime_8
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« Reply #19 on: April 13, 2012, 05:04:30 AM »

very cool stuff
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fog
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« Reply #20 on: April 13, 2012, 08:38:34 PM »

What I'm experimenting with here is a method that would work even in cases where HTML5/Canvas support doesn't exist and I can use regular browser events to handle clicks, mouseovers and such...
You like a challenge then Smiley

I'm really interested to see how html5 ends up being used.  In theory it might be capable of some great things, but all the power in the world is still going to be limited by how much data you can realistically transfer for truly online stuff.  If you have to wait a minute or more for data to transfer then the benefits are limited as far as gaming is concerned.
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