Spent some time yesterday with HTML5 exports from Studio 2. Mostly, it works well. My platformer games ran smoothly. So overall, I'm pretty happy with it.
But I was disappointed in box2D performance. Seems very broken. For example, using the default physics_world settings for pixel-meter scaling (0.1) and gravity (10) causes physics objects to fly out of view almost instantly.
The only way box2D works in Studio 2 HTML5, is with gravity set to about 0.1 - 0.05 or so. Same for applied forces and impulses. But with those very low settings, it behaves like the Windows exports. So maybe there's a units problem (cgs vs. mks). Or maybe a problem with pixel-meter scaling in HTML5.
I know this sounds dumb... but was box2D actually tested in HTML5 exports? I understand this is a beta version, but I'm surprised this was missed.
Box2D works beautifully in test mode and Windows exports, however.
But I was disappointed in box2D performance. Seems very broken. For example, using the default physics_world settings for pixel-meter scaling (0.1) and gravity (10) causes physics objects to fly out of view almost instantly.
The only way box2D works in Studio 2 HTML5, is with gravity set to about 0.1 - 0.05 or so. Same for applied forces and impulses. But with those very low settings, it behaves like the Windows exports. So maybe there's a units problem (cgs vs. mks). Or maybe a problem with pixel-meter scaling in HTML5.
I know this sounds dumb... but was box2D actually tested in HTML5 exports? I understand this is a beta version, but I'm surprised this was missed.
Box2D works beautifully in test mode and Windows exports, however.