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summon

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  1. Hi GreenSock, thanks a lot for the support! I used that and performance is somewhat better now. Thanks again. Keep up the good work!
  2. I recall my previous statement, there is no diferrence between the minified and non minified versions of draggable. Sorry about the frustration. Well I used the latest version you proposed and indeed the two methods you mentioned are the overhead and more specific: When both tick listener and touchcancel are commented CPU is back to normal 11-14% When only tick listener is on then CPU is at 22-25% When only touchcancel listener is on then CPU is at 17-20% When both are on CPU is at 30-32% These are the clues, double checked everything
  3. Jonathan, thanks for your reply! Issue solved
  4. Believe it or not the minified version is causing the CPU load!!! When I replaced the minified version of Draggable with the non minified in order to do the tests you proposed the load went back to normal.
  5. Hi everyone, I am using TweenLite.ticker.addEventListener("tick", updateGameState); to update the state of my game. The updateGameState function is called as it should be but when I leave the game screen and remove the listener using TweenLite.ticker.removeEventListener("tick", updateGameState); the ticker continues to tick and the time / frames continue to count. When I re-register my updateGameState function to the ticker then the current time is not zero. I would like to stop or pause the ticker while I leave / enter the game screen, in order to keep track of the game state. Is there a way to do this? Or am I to the wrong path?
  6. Thank you very much for your replies! I made some testing before answering. Here are my findings. Tests setup: iPhone 3GS - iOS 6.1.3 iPad 2 - iOS 7.0.3 Instrument tools from Apple using Time Profiler Latest version of gsap js library from here In every test I moved one finger and/or tapped many times on the screen of the device. In general I abused the screen with my finger. Test 1: Create an app that shows a blank html page. Code for the test: <HTML> <HEAD> <TITLE>Your Title Here</TITLE> </HEAD> <BODY BGCOLOR="000000"> </BODY> </HTML> CPU Usage: 10-14% on iPhone 3GS 2-3% on iPad 2 Test 2: Create an app that shows a blank html page that has jQuery added. Code for the test: <HTML> <HEAD> <TITLE>Your Title Here</TITLE> <script type="text/javascript" src="js/jquery/jquery-2.0.0.min.js"></script> </HEAD> <BODY BGCOLOR="000000"> </BODY> </HTML> CPU Usage: 11-14% on iPhone 3GS 2-4% on iPad 2 Test 3: Create an app that shows a blank html page that has jQuery and TweenMax added Code: <HTML> <HEAD> <TITLE>Your Title Here</TITLE> <script type="text/javascript" src="js/jquery/jquery-2.0.0.min.js"></script> <script type="text/javascript" src="js/greensock/TweenMax.min.js"></script> </HEAD> <BODY BGCOLOR="000000"> </BODY> </HTML> CPU Usage: 11-14% on iPhone 3GS 2-4% on iPad 2 Test 4: Create an app that shows a blank html page that has jQuery, TweenMax and Draggable added Code: <HTML> <HEAD> <TITLE>Your Title Here</TITLE> <script type="text/javascript" src="js/jquery/jquery-2.0.0.min.js"></script> <script type="text/javascript" src="js/greensock/utils/Draggable.min.js"></script> <script type="text/javascript" src="js/greensock/TweenMax.min.js"></script> </HEAD> <BODY BGCOLOR="000000"> </BODY> </HTML> CPU Usage: 28-35% on iPhone 3GS 6-9% on iPad 2 The html page does not even contain a draggable element. Only a reference to the library. The overhead is directly related to touch handling. Can you take a look on this? Thanks for your time!
  7. Hi Rodrigo, thx for your reply. I made a test that has a single draggable element and there is indeed the same issue. Also, I already did the z : 0.1 trick, on the draggable element, so I suppose that force3D will not improve the performance. Do you have any other suggestions and moreover where can I find the latest version of GSAP or the version you mentioned?? Thanks in advance
  8. Hi everyone, its been a few days since I found out and started using gsap js and must admit its an awesome framework. I make native games for iOS and now I evaluate gsap for html 5 cross platform 2d game development. I have a strange performance issue regarding the Draggable utility on iOS devices (maybe on other platforms too but I have not tested any other device). When the user moves the draggable element around with his finger I observe high CPU usage (55-65% on an iPhone 3GS) while when the user is not interracting with the element the CPU usage is 25-35%. I downloaded an updated version of Draggable from here but there was no difference. I am at your disposal for further info and testing!
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