03-31-2015, 09:24 PM
UPDATE
So at this point I am extremely on the fence about continuing to develop Mine to the sky in ImpactJS.
Impact's entire code structure is not very v8 optimization friendly and porting everything in impact to a cleaner Entity component system based approach seems like more of a hassle than just starting fresh in Phaser and using it's nice ECS based structure for doing things. Luckily, I don't think it will be too painful concidering that a lot of the core game logic is done, but it's still a huge loss in productivity.
What's sparked this is that I've noticed over the course of my development that the game is getting slower and slower, and this is a result of the same things that plagued the Cross Code developers. Too many properties on objects to get optimized properly and huge inheritance chains.
I really want this game to run fast in a browser because it is ultimately going to be a relatively fast paced game. Here's hoping that phaser helps me reach that goal. Not to mention I'll finally get to use webGL and shaders in my game (which was going to be a huge headache to impliment in Impact).
So at this point I am extremely on the fence about continuing to develop Mine to the sky in ImpactJS.
Impact's entire code structure is not very v8 optimization friendly and porting everything in impact to a cleaner Entity component system based approach seems like more of a hassle than just starting fresh in Phaser and using it's nice ECS based structure for doing things. Luckily, I don't think it will be too painful concidering that a lot of the core game logic is done, but it's still a huge loss in productivity.
What's sparked this is that I've noticed over the course of my development that the game is getting slower and slower, and this is a result of the same things that plagued the Cross Code developers. Too many properties on objects to get optimized properly and huge inheritance chains.
I really want this game to run fast in a browser because it is ultimately going to be a relatively fast paced game. Here's hoping that phaser helps me reach that goal. Not to mention I'll finally get to use webGL and shaders in my game (which was going to be a huge headache to impliment in Impact).