Thursday, July 12, 2012

Citrus Engine on Nape and physics performance improvement

Hi folks! Since my studies are over and my new portfolio online, I have time to focus on personal projects. Yep, it was time to contribute again to the Citrus Engine. I’ve worked 3 days at full time focusing on its big issue : mobile performances. I’m glad to say that now they are just an old memories!
6 months ago, I’ve made the CE compatible with Stage3D thanks to Starling and added some cool stuff. CitrusEngineV3 BETA 1 has been downloaded 3047 in 6 months, that’s not bad! However it didn’t see lots of Stage3D game, because it was missing the point : people wants to make mobile games.
You will find all the sources at the end.
Nape
Nape is Luca Deltodesco‘s open-source physics engine written in haXe with the help of his preprocessor caXe. It is written with AVM2 in mind for performance, and utilising another part of his build chain provides a seamless API between AS3 and haXe though it does compile with hxcpp with other targets unknown. The idea behind Nape is to provide a high-performance, powerful and moreover friendly and safe physics engine.
Nape is faster than Box2D, and easier to handle. Adding it in the CE wasn’t hard, and we use it the same way than Box2D. Using Box2D (Alchemy version) & Stage3D with Starling in the CE you must take a look on Adobe Flash Player Premium announcement if you are targetting Browser games. With Nape, you are no more related to the “premium features license” from Adobe.
Nape is ready to be use (no bug spotted!), however since I’m really new to Nape, there are some strange behavior whith NapePhysicsObject in the CE (you can see it in this demo). It’s not a problem for a performance test.
A NapeStarlingGameState Class exemple :
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