Using one of the singularly most powerful personal computers ever made. It's probably not the machine if they don't notice everything else being unexpectedly bad too.
A real example: MacBook Pro m4 will have absolutely god awful performance on certain web based games * (compared to windows or even android), regardless of the browser or any browser performance settings. This is not the hardware explicitly, obviously it’s a very high performance chipset, but it’s definitely the hardware in terms of what the OP is asking. Because that particular hardware is falling down all over the place in this scenario when others are not.
Fixing it? Sure that’s almost certainly on the games side, some kind of inefficient process or element that doesn’t work right in that environment and needs to be hammered out or replaced.
But for diagnosis? Yeah, “it’s the hardware” is the right answer. And you can’t fix it without diagnosis.
*replicated on latest chrome, Firefox, safari, and Brave, with the games: Idlescape and (now dead)osrsIdle ~8 months ago
Uhh .. wut?
The game appears to be similar to a point-and-click adventure game, which were popular in the 80s, and ran just fine.
In 1988, a CRAY Y-MP supercomputer had "64 megawords of memory". I have no idea how large a word was on those machines, but by todays standards, that means 128MB. Let's go with that. The Y-MP was the size of two massive fridges.
Now, the Macbook air OP owns, which is smaller than a toaster, has 128 TIMES as much memory in it as a supercomputer did back in 1988. Similar story for processing power, storage, etc. Point and click adventure games haven't changed all that much, and even back then didn't require a supercomputer to run.
> But for diagnosis? Yeah, “it’s the hardware” is the right answer.
Given the above, how you came up with this is beyond me.
It can be very dependent on hardware generation, too. One of my past projects was a very simple, photosphere-based learning environment. Photosphere rendering is incredibly simple. But on Intel processors with Iris Xe integrated GPUs used by one particular year of iMacs (I don't remember which, it only impacted 2 users and it was several years ago), I couldn't use the standard cube sampler because it was just broken. I had to split my photospheres into 6 cube faces and render 6 quads separately to be able to use the not-broken 2d sampler. The issue didn't appear on any other generation of Iris Xe on macOS and it didn't appear on any generation of Iris Xe on any other OS. It was very specifically the combination of macOS and that generation of GPU.
Which is software, not hardware. Just not the software written by this dev.
> Using one of the singularly most powerful personal computers ever made.
Some arbitrary PC Master Racer: "Hold my beer, and I will show you a powerful personal computer." :-)
What kind? It would be helpful to know what you're experiencing, attempts you've made to fix, etc.
Or is this a thinly veiled "I've been working on this for a while and it's taking longer than I thought and want some encouragement." Which is fine! It's a great thing to ask for.
If you have a friend who is encountering the performance problems enable profiling report export and ask them to send that over to you. Hopefully that'll show you what is taking so many cycles.
For example, I would create a game fight scenario where the player has infinite health and the enemy just attacks super fast at some settable rate. That way you could monitor whats happening in extreme abnormal conditions with the hypothesis that if the game works in extreme conditions then it will work in normal conditions.
Another example. If you have random encounters like in old school JRPGs then I would create a scenario where a fight happens per step of the player, the fight loads, then the enemy immediately dies, rinse wash and repeat. That should allow you to asses how the game performs after 100s of fights quickly.
The idea here is to create tests that improve your signal to noise ratio. So you create a scenario that will create a large signal so that then you can more easily diagnose the performance issues.
And, as others have mentioned, if you really want to know, profile.
https://kaplayjs.com/docs/guides/optimization/
Assuming it's capable of running in your browser, I'd suggest using chrome's dev profiling tools to help with finding the optimization areas. Based on feedback from everyone else, sounds like something is not cleaning up as the game keeps running.
Here is the link to where you can download it, and also maybe, you know... PAY FOR IT? These broken unfinished games don't make themselves, you know.
As some of the other comments imply that there are some performance issues; more than using a profiler, I would make sure that your mental model of the event loop from your framework is correct. If all you're doing is moving some sprites around the screen, you need points where your code pauses because it has nothing to do. This could either be awaiting something from the framework, or putting most of your logic in callbacks that are triggered by the framework.
A different way to say it: Between frames, there's not that much calculation that your game needs to do when you're just moving a few sprites around in 2D. The event model that you hook into should be something where your game does its calculations, and then waits between frames.
> As some of the other comments imply that there are some performance issues
Because there's nothing implied and they experience perf issues first hand? TFA:
> I’ve been experiencing performance issues
> I’m using a Macbook Air M3 with 16GB of RAM
Second, let me introduce you to my good friend, the profiler. A profiler is an absolutely indispensable tool for making games. Find one that you like, and learn to wield it with laser-guided precision.
Generally, there are two things you want a good profiler to tell you about; execution speed, and memory. Finding a profiler that tells you about execution speed is pretty easy (basically all of them at least nominally do that), and finding one that also profiles memory (in a useful way) is somewhat harder. I'm not sure of the state of profilers for Javascript, but maybe the tool you're using (KAPLAY) has one built-in?
From my long-forgotten days of programming javascript, one thing you want to look out for (which is difficult to spot without a profiler), is creating memory leaks. Memory leaks in Javascript can be a double-edged sword; you're both using more memory than you should, and the garbage collector has more pressure on it. Over time, this can bring an application to a crawl as the GC spends more and more time traversing leaked objects.
Good luck friend. It's dangerous to go alone, take this :sword:
(and I don't see how performance could be an issue unless a major screw up, but like others have said, use a profiler. Sounds like memory leak from what others have said)
I have played games that didn't performed so well because they were so fun. Games are about fun, anything else (narrative, performance, sound...) is secondary.
calebjmatthews•2h ago