Replies: 4 comments 11 replies
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I'd love to see better web support. I've pretty much given up on godot for web and gone back to native javascript at this point. I'd like to hear more from people targeting the web. It doesn't seem to enter discussions much. |
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I think this will change with the arrival of WEBGPU. |
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There could be infinite sources of bad performance, can you show a profiling to be more specific on the problem? otherwise it will be impossible to propose improvements. |
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Edit: Poorly contrived test -- see below If you want a trivial example, here are three bunnymarks coded as much alike as I could manage. The first is in pure javascript -- no webgl -- just a canvas. I can get it to move about 700 sprites without dropping framerate below 55fps. https://www.duanerobertson.com/bunny-js/ The second is done in haxe-flixel, compiled to javascript. It runs about 1100 sprites at the same framerate. Edit: Here's a better haxe example: https://haxeflixel.com/demos/FlxBunnymark/ The third, I coded in godot. It's hard to compare because the first ten sprites drops the framerate below 50fps. Ten sprites. Edit: bunny-godot now works better in gdscript than in haxe. https://www.duanerobertson.com/bunny-godot/ Now, this is performance on my computer with my web browser, and it's not a real game. I also tried using godot's physics to move the sprites, but the results were worse than just moving them in gdscript. This at least gives an idea of the magnitude of the problem. By the way, if you haven't checked out haxe-flixel, I recommend it. It can compile to every platform godot can, though I don't like the language as well. |
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Hi all. I'm making Html5 games with Godot and I'm selling the licenses of these games for 2 years. So this part is not as only hobby, I really use as a side work. I know there are Godot users that target HTML5 like me. I love Godot and I am grateful to their developers.
But can we improve html5 performance? I'm having a constant problem with that. I'm using C# and sometimes GDscript in my projects.
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