ios - Box2D rope, Javascript vs Objective-C -


i had question experienced fellers. i'm trying produce game move object chain hanging below it, i'm using box2dweb , easeljs html5/css , plan on wrapping phonegap once running properly. i've been testing on osx google chrome works great, , ios safari , have found running performance issue on iphone chain - having profiled it, biggest culprit.

it series of 25 small bodies linked revolute joints. i've played ton of different methods (including rope joints) , way least stretch , bounce (i want rope). wondered start - know of better way produce rope box2d? , two, other reducing step iterations, reducing link bodies etc, there way without sucking performance?

and main question guys know bit phonegap/js games - 25body chain @ 30fps asking of implementation? or might away it?

i know as3.0 , js 'ok', think starting on in objectc/c++ turn year long project don't know first thing ask google...

thanks in advance! josh

i have found in our own projects ( c++ based ) amount of vertices on dynamic bodies heavily affect performance ( ios devices not between best performing ones ). in case assume going 25 square bodies (4 vertices each), plus body @ end of chain, active @ same time. going affect performance quite bit.

i try fiddle around rope joint instead. other thing can think of if using squares links in chain, try using circles. found better in performance, behavior of chain change. can put limits on revolute joints contols through.


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