Blockits - Performance Benchmark
*please note the stutters in this video are not from the app, but the recording method i used*
This is a performance bench mark of my upcoming game Blockits.
Towards the end of the video we are dealing with 33 bullet source objects each firing roughly 2 bullets per second with a 10 second expiration date. we are dealing with (33 x 10) 330 entities each being updated and collision checked per frame upon collision 26 particles are spawned at the collision point with an average of 40 collisions every second 1040 particles every second. giving us roughly 1400 particles being updated, collision checked and rendered every second running smoothly at 60fps.
This application was written in pure JavaScript and compiled in objective c using the Ejecta framework. open source objective c implementation of html5's canvas translating all canvas 2D drawing requests into opengl requests at run time. this allows me to leverage the gpu horse power of the mobile device to render all of these particles smoothly.
The biggest bottleneck i have currently is the cpu limitation i am using 6% of the gpu capabilities and around 30% cpu Please support the channel over on Patreon:
https://www.patreon.com/rm2kdev
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