My many thanks to all of you trying to help me. There is many hints
but I'll try to answer them globally at once there:
- I tried to avoid clip-path and it is as one game option to disable.
It helps a bit, but not much. My clipping path is done using two
primitives - circles;
- about javascript itself, I believe it runs quite fast; to maximize
game speed I'm keeping all the information in script and during
gameplay I minimized impact to write only, there are no read operation
- about CPU usage => I'd say yes, I also prefer the way of Firefox =>
get maximum of CPU and do it as fast as possible, than behavior of
Opera which is visually slower than could be, but taking not more than
60-70% of CPU
- about the cycles, in general there are very different number of
setTimeout cycles during the game play. But during debugging, there is
only one (or two) cycles. This only one takes almost nothing (3%CPU)
and the only action after keyDown is create the event, send it to
listener and listener will change global property. Then, still running
cyclus will do transform/translate of group. It is everything. What e
bit complicates the situation is, that event keydown is repeated when
key is holding, but this is something I cannot avoid (I think) and
everything else is spent on translating the group
- about CSS / attributes usage (and that are the same in Mozilla) =>
yes, but they are helping other viewers so I don't plan to change it
- I read about performance boost on FFX nightbuilts on paths and
gradients and tried it, but in general it performs very differently
from week to week and latest ones have even temporarily broken
clip-path support and perform slower than latest releases (but yes,
there were also faster ones some three weeks or so back). I believe it
will be cool in the future of FFX3
- about different viewers => I like them all and I'm trying to make
game as compatible as possible, but I've to power to try also Corel or
Renesis implementation before game will be at least at 1.0
- if there is somebody else in this group to help me with
betatesting/code-inspection (yes, in some of you already am in
contact), please contact me at marek(dot)raida(at)vodafone(dot)com and
I could send you current code with belief, that with a little help
with few of you I'll be able to finish my work and then publish it
freely to the nice SVG World of many fans...

Thank you all for your patience with me...

Marek
- 

--- In [email protected], "Phi Tran" <[EMAIL PROTECTED]> wrote:
>
> Lately I am very careful in what I will say specially after ADOBE's
> announcement. For not to be misunderstood as a "cheap-shot" to
promote my
> SVG/Zip . . . .
> 
> Let me make my point on this thread. I only trying to help to save
some CPU
> instructions here and there; Base on my background and study of the
"codes".
> I do not have any intention to undermine any SVG players.
> 
> Please take my apology if any one you feel offended
> 
> Thanks.
> 
> 
> On 9/21/06, T Rowley <[EMAIL PROTECTED]> wrote:
> >
> >   On 9/21/06 10:18 AM, T Rowley wrote:
> > > Major items to keep an eye out for performance in Firefox
1.5/2.0 SVG
> > > are group opacity ("fill-opacity" is fine), clipPaths, and
complex paths
> >
> > > (the current cairo tesselator has poor scalability). All of these
> > > should improve in Firefox 3.0.
> >
> > A little more information on the clipPath note - trivial clipPaths
> > consisting of a single graphics element will be a fast path, but
> > nontrivial ones fall onto a slower general codepath.
> >
> > -tor
> >  
> >
> 
> 
> 
> -- 
> Phi - Tran
> Hugely increase your speed, saving your band-width with ZipProtocol
> plus crystal clear SVG Rendering image at
> HTTP://oneplusplus.com
> 
> 
> [Non-text portions of this message have been removed]
>






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