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PostPosted: Sun Feb 19, 2012 1:34 pm 
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Joined: Wed Feb 15, 2012 4:12 pm
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After some testing. I realized that the Box2D alchemy port is running very very badly in an AIR 3.x app targeting iOS.
There is nothing accurate in what i'm going to say here but for me in my app, using the alchemy port drops the framerate below 10fps .. while using the "normal" actionscript version of Box2D i have around 45-50fps ...

Is this something others have experienced ? Is someone have the explanation ?


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PostPosted: Wed Feb 22, 2012 2:43 am 
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Joined: Fri Jan 27, 2012 7:54 am
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For me was the same.

I could fix it inside the Flash IDE, in the "AIR for iOS Settings" panel. I set the "Rendering" option to GPU and now the game goes well. You can also select CPU rendering, but I didn't tested it.

Have anyone any other ideas?

Are there some performance coding tips in WCK to improve its performance?


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PostPosted: Wed Feb 22, 2012 3:20 pm 
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Joined: Fri Dec 14, 2007 8:07 pm
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I bet when the new version of Alchemy comes out Adobe will have addressed this. Alchemy still is beta, and iOS publishing wasn't even a thing when they released the Alchemy beta. I haven't tried any iOS publishing myself so unfortunately don't have any tips.

Depending on the type of game you are using disabling unnecessary/offscreen bodies can have a huge performance boost. Works great for scrollers, not so much one-screen puzzle games.


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PostPosted: Fri Aug 10, 2012 1:57 pm 
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Joined: Sun May 24, 2009 6:43 pm
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Has the performance improved with the new release of Alchemy?


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PostPosted: Fri Aug 10, 2012 6:07 pm 
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Has Adobe even released the new Alchemy version? I've been googling it but find nothing. Did they rename it (typical for Adobe)? I've waiting for them to release it so I can try Box2D in it.


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PostPosted: Sat Aug 11, 2012 7:47 am 
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They updated it early this year: http://labs.adobe.com/technologies/alchemy/


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PostPosted: Sat Aug 11, 2012 8:05 pm 
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Joined: Sun May 24, 2009 6:43 pm
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Also, I wonder whether Alchemy would perform better than using the AS3 port. From what I understand, AIR compiles AS3 code into native code for iOS; there is no runtime. If that's the case, I expect the port to perform as well or better than Alchemy.


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PostPosted: Wed Aug 15, 2012 12:37 pm 
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Joined: Fri Dec 14, 2007 8:07 pm
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Yeah, I've seen that page, but all they're talking about is what they're going to do, they even mention applying for the prerelease program (which I did & got no response), I don't think they've actually released anything yet.


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PostPosted: Mon Aug 20, 2012 11:25 am 
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Joined: Tue Apr 19, 2011 3:27 am
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I got this running on Iphone and Ipad, and it plays much better than android.
http://www.youtube.com/watch?v=qluvEksTg14

In that video, I'm using an android phone, but on my ios build, I can get up to 21 physics objects, and it feels like it could add more. The publishing time takes too long though, in minutes


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PostPosted: Tue Sep 04, 2012 3:37 pm 
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Joined: Thu Mar 01, 2012 9:31 am
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mayobutter wrote:
Yeah, I've seen that page, but all they're talking about is what they're going to do, they even mention applying for the prerelease program (which I did & got no response), I don't think they've actually released anything yet.

Have you (or anyone) seen any games that were accepted into the program and have been or will be released?


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