Thanks, slime. GLSL/ESSL is an unforgiving language. It still has issues, but at least it actually runs now.
I found an online tool for validating shader code. You just need to remember to change back Love's aliases.
Love.js - A Direct Emscripten Port
-
- Prole
- Posts: 6
- Joined: Sun Dec 27, 2015 10:28 pm
Re: Love.js - A Direct Emscripten Port
I guess my poor old Motor2d is obsolete now. Good job!
Did you experience any performance impact by all the exception-aware code? When I started my project, I explicitly wanted to avoid the performance penalty for exception-aware code in Emscripen.
I have to say, while I am happy that this project exists, I'm also sad that you obsoleted my own project
Did you experience any performance impact by all the exception-aware code? When I started my project, I explicitly wanted to avoid the performance penalty for exception-aware code in Emscripen.
I have to say, while I am happy that this project exists, I'm also sad that you obsoleted my own project
Re: Love.js - A Direct Emscripten Port
You should not take this as a competition, but rather as a really big project you've taken part in. You guys should really work together on this web port.rnlf wrote:I guess my poor old Motor2d is obsolete now. Good job!
Did you experience any performance impact by all the exception-aware code? When I started my project, I explicitly wanted to avoid the performance penalty for exception-aware code in Emscripen.
I have to say, while I am happy that this project exists, I'm also sad that you obsoleted my own project
Re: Love.js - A Direct Emscripten Port
Emscripten disables exception catching for -O2 and higher. I'm not sure what continued performance impact this has. Performance profiling and improvement is always going to be a thing but, for the time being, I'm pretty happy with how things run.rnlf wrote:I guess my poor old Motor2d is obsolete now. Good job!
Did you experience any performance impact by all the exception-aware code? When I started my project, I explicitly wanted to avoid the performance penalty for exception-aware code in Emscripen.
I have to say, while I am happy that this project exists, I'm also sad that you obsoleted my own project
P.S. I hope you learned stuff while making Motor2D and if you did then you shouldn't be sad. Writing Punchdrunk taught me a ton about graphics pipelines and, even though Motor2D was better than it, I don't regret making. If nothing else, it's a great resume piece.
Re: Love.js - A Direct Emscripten Port
@Tanner Great work! Thanks for this.
Now i hope it's added as öfficial löve pört .
Now i hope it's added as öfficial löve pört .
-
- Party member
- Posts: 730
- Joined: Sat Apr 26, 2014 7:46 pm
Re: Love.js - A Direct Emscripten Port
Probably in like 300 years when 0.11.0 is releasedSiENcE wrote:@Tanner Great work! Thanks for this.
Now i hope it's added as öfficial löve pört .
Re: Love.js - A Direct Emscripten Port
Awesome work, I'm planning on using this for a few commercial projects, and I was wondering if you have any tips on achieving the following:
1. Optimization.
Of course the game will run slower than a executable, but is there anything in particular I can do/have to watch out for to get the most amount of performance?
2. Loading times.
I've noticed that loading games can take a little while. Any way to speed that up a tad?
3. Accessing data from the server.
I don't know if this is possible, I haven't tested it either. But is there some way for the Love project to access a file that is stored on the server, for example a .json?
4. Sending data from Javascript to Love.
Again, don't know if its possible, but is there any way for Javascript to send data to Love, such as when a button on the page is pressed?
I've also noticed that my games tend to run at a really low framerate (~5 to 10 fps), with a bunch of lagspikes. And after 30 seconds or so they start performing normal. Any idea what the cause of that is, and how to prevent it?
1. Optimization.
Of course the game will run slower than a executable, but is there anything in particular I can do/have to watch out for to get the most amount of performance?
2. Loading times.
I've noticed that loading games can take a little while. Any way to speed that up a tad?
3. Accessing data from the server.
I don't know if this is possible, I haven't tested it either. But is there some way for the Love project to access a file that is stored on the server, for example a .json?
4. Sending data from Javascript to Love.
Again, don't know if its possible, but is there any way for Javascript to send data to Love, such as when a button on the page is pressed?
I've also noticed that my games tend to run at a really low framerate (~5 to 10 fps), with a bunch of lagspikes. And after 30 seconds or so they start performing normal. Any idea what the cause of that is, and how to prevent it?
Re: Love.js - A Direct Emscripten Port
1. Turn on vsync. Don't create new objects in your game loop.Tjakka5 wrote:Awesome work, I'm planning on using this for a few commercial projects, and I was wondering if you have any tips on achieving the following:
1. Optimization.
Of course the game will run slower than a executable, but is there anything in particular I can do/have to watch out for to get the most amount of performance?
2. Loading times.
I've noticed that loading games can take a little while. Any way to speed that up a tad?
3. Accessing data from the server.
I don't know if this is possible, I haven't tested it either. But is there some way for the Love project to access a file that is stored on the server, for example a .json?
4. Sending data from Javascript to Love.
Again, don't know if its possible, but is there any way for Javascript to send data to Love, such as when a button on the page is pressed?
I've also noticed that my games tend to run at a really low framerate (~5 to 10 fps), with a bunch of lagspikes. And after 30 seconds or so they start performing normal. Any idea what the cause of that is, and how to prevent it?
2. Use the release build. Make your server is configured to gzip the assets it serves.
3. Not easily right now.
4. Not right now.
If I had to guess, asset loading and object creation.
- josefnpat
- Inner party member
- Posts: 955
- Joined: Wed Oct 05, 2011 1:36 am
- Location: your basement
- Contact:
Re: Love.js - A Direct Emscripten Port
For loading times, would it help if we actually added a loader, or is it loading all the assets into memory at once anyway?
Missing Sentinel Software | Twitter
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
Re: Love.js - A Direct Emscripten Port
The release page has a barebones loader. Everything gets loaded into memory because emscripten emulates a filesystem in-memory because browser don't provide a synchronous filesystem implementation. I really depends on what the major bottleneck is: is it actually downloading the assets, is it loading them into memory or is it the initial load and run of the application?josefnpat wrote:For loading times, would it help if we actually added a loader, or is it loading all the assets into memory at once anyway?
Who is online
Users browsing this forum: No registered users and 11 guests