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Hello everyone,
I recently just finished converting about 80 animations from flash to HTML Canvas so they could be accessed on mobile devices. On the newest of devices the animations loaded and played the fastest. But on a 2 year old iPhone the animations are very slow. I've been trying to figure out how to speed up these animations and have been trying out bitmap caching. It didn't seem to help because most of the animations are not in movie clips and aren't repeated. I have a feeling it has to do with the vectoring of everything but I could be wrong. Any help or recommendations?
oops. nothing.
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optimization is a complex topic. here's an excerpt from a book (Flash Game Development: In a Social, Mobile and 3D World) i wrote:
Unfortunately, I know of no completely satisfactory way to organize this information. In what follows, I discuss memory management first with sub-topics listed in alphabetical order. Then I discuss CPU/GPU management with sub-topics listed in alphabetical order.
That may seem logical but there are, at least, two problems with that organization.
Anyway, I am going to also list the information two other ways, from easiest to hardest to implement and from greatest to least benefit.
Both of those later listings are subjective and are dependent on developer experience and capabilities, as well as, the test situation and test environment. I very much doubt there would be a consensus on ordering of these lists. Nevertheless, I think they still are worthwhile.
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Although that is a useful list for AS3 development, how many things also apply to HTML5 Canvas?
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oops. nothing.
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This did it for me for canvas lagging issues on mobile phone.
//////////////////////////////////////////////
<meta name="viewport" content="width=device-width, minimum-scale=1.0">
//////////////////////////////////////////////
seem the gpu is not active by default on mobile (exept iOS devices)
this line of code fixed it.
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Avoiding vectors even they are the most powerfull weapon of Animate 🙂