Hi Dave,

> Right now I am trying to figure out how to get the Crosswalk 6 version 
> (instead of
> just 5) to work with Cordova ...

Although the Crosswalk-Cordova doc 
(https://crosswalk-project.org/#documentation/cordova) is for Crosswalk-5 
(stable release), the Cordova on Crosswalk 6 should just work.
Feel free to let us know if there are any issues.

-ningxin

> -----Original Message-----
> From: Crosswalk-help
> [mailto:[email protected]] On Behalf Of Dave
> Richardson
> Sent: Wednesday, June 04, 2014 10:19 PM
> To: [email protected]
> Subject: Re: [Crosswalk-help] Achieve CocoonJS performance with Crosswalk
> 
> Hey Adam,
> 
> I am also working on a canvas game. I was in the same situation. Poor FPS and
> such, so here's how I did it.
> 
> One of my test phones is a S3 Mini as well. In reality this is a very poor 
> device, but
> I managed to get up to 50 FPS using Crosswalk, compared to just 10 FPS with a
> normal build.
> 
> What I did was re-program my game to use CreateJS/EaselJS libraries, see
> www.createjs.com It is a great set of libraries to easily create canvas games,
> animations, tweens and other stuff.
> And better yet, they have recently added WebGL support.
> See: http://blog.createjs.com/webgl-support-easeljs/
> 
> Try runing this on your phone, and see what difference WebGL makes.
> 2D: http://createjs.com/Demos/EaselJS/bunnymarkEasel/?c2d=1
> WebGL: http://createjs.com/Demos/EaselJS/bunnymarkEasel/?c2d=0
> 
> The next step would be to build your CreateJS WebGL-powered app with
> Crosswalk 6 (which supports WebGL for blacklisted phones).
> 
> By the way, the S3 Mini is on the GPU blacklist, so you'll have to build the 
> APK
> with the following command.
> Otherwise, it will still not use WebGL.
> 
> python make_apk.py --manifest=/game/manifest.json
> --xwalk-command-line='--ignore-gpu-blacklist'
> 
> Right now I am trying to figure out how to get the Crosswalk 6 version 
> (instead of
> just 5) to work with Cordova so that we can use their API's and the 
> awesomeness
> of Crosswalk WebGL on blacklisted phones (i.e; many Samsung devices).
> In my experience, HTML5 apps would then be very very close to native apps.
> 
> Hope it helps.
> Dave Richardson
> 
> On 4-6-2014 15:53, Adam M wrote:
> > Hello.
> > I'm trying to create a Canvas game for android system. Right now I'm
> > using the Canary version (7) of Crosswalk to build .apk file.
> >
> > The game runs pretty nice on new devices (like Nexus 4) but I have a
> > problem with older (like Xperia J or Samsung Galaxy S3 mini) where I
> > have about 10-15 fps (checked on Chrome browser, game as .html file).
> >
> > When I use Crosswalk the animation is much slower (about 5fps less)
> > than when I use CocoonJS with WebView+ (
> > http://support.ludei.com/hc/en-us/articles/201849276-Webview-introduct
> > ion ). CocoonJS generate much smoother animation.
> > I know that I will probably never achieve 60 or even 30 fps, but is it
> > possible to get CocoonJS performance?
> > I was thinking for example about the Chromium command line, but I
> > don't know what should be enabled or disabled to get better canvas
> performance.
> > Any ideas? Or it's impossible?
> >
> > Thank you.
> >
> >
> 
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