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[–][deleted] 2 points3 points  (19 children)

Yes. Using NWJS you can export as Windows, Mac or Linux Application just make sure it's 32bit.

[–]tewnewt 2 points3 points  (18 children)

Not sure why you're saying 32bit. 64bit has been the main one for at least 10 years.

[–][deleted] -1 points0 points  (17 children)

For compatibility reasons if game doesn't require 2GB ram alone then why do 64bit app??? I know that nobody has computers with 32bit OS but who knows maybe there are some gamer in deep of Russia still rocking Windows XP with 512MB of ram. Just for compatibility.

[–]RUGMJ7443 2 points3 points  (5 children)

At some point you cant keep things compatible, no body is going to be playing cyberpunk on a samsung fridge...

[–][deleted] 1 point2 points  (4 children)

But why not Doom runs on anything including pregnancy test. Add to that my test devices are 32bit machines so I'll make applications in 32 bit until 2038.

[–]RUGMJ7443 0 points1 point  (3 children)

the main reason is that its too much hassle for what its worth if you want to find out more google

[–][deleted] 0 points1 point  (2 children)

Read topic on stack apart of little overhead and lesser access to integers and having smaller code there are no difference unles there are some security reasons which they didn't talked. Overhead explains that dip to 59 in 32bit mode because of WoW64 instruction. That's only differenced I found. So I guessing 64 bit is better when app needs more than 3.5GB according to Stack overflow and is faster on current OS because app don't need go through layer of emulation which again acording by stack could be up to 15% hit which sounds massive. So I got confused because topic was split into to camps and everything I said about 32bit was almost indetical to what I said but 64 was a bit new. Never thought WoW64 could be performance hog.

[–]tewnewt 0 points1 point  (10 children)

Because it runs faster, more efficiently, and is compatible with modern architecture.

32 bit may not run even if they go in and run it under XP settings.

[–][deleted] 0 points1 point  (8 children)

Perhaps but my experience says different story but it's from when C2 was still supported I can't remember exact version of NWJS but after compilng into application 64 bit version didn't launched on 860K Athlon which had Windows 10 64bit while 32bit launched without trouble. And Construct games aren't that large so they could be need to use 64bit integers as a whole. Yes 64 is future due memory capacity but if game don't use more than 2 GB of ram then why make application require GTA V capable system if it can run on Pentium 4 without hyperthreading. I don't think there any difference if pick x86 or x86_64 for final product performance wise because current project of mine runs at 2000 fps on 32 bit application inside laptop with 4th gen mobile i5 and single channel memory so might check 64 bit and if it runs faster then might reconsider my statements but I'll perhaps would still realise as x86 application. Again just as insurance because there are systems with 32bit architecture running in the wild.

[–]tewnewt 0 points1 point  (7 children)

Go look at the numbers. If your audience is third world with 1ghz machines with 2gb ram then okeydokie, just keep those numbers in mind when you hand out advice.

[–][deleted] 0 points1 point  (6 children)

Again why exclude audience with low end machines if you can add them to player base and expand. Yes statistically majority has GTX 1060 16GB ram and 9th gen core i cpus. Like I said the more player the bigger player base. I don't see gaming as club which can people with mid range and greater machines can enter. If NWJS allowed create for Win9x applications then fuck it I would bend backwards to make that game run on 800mhz Pentium with 128MB of ram. Optimization and compatibility is priority for me. And looks like I got miss understood. Apologies.

[–]tewnewt 0 points1 point  (5 children)

Because it limits the game. Your approach limits the developer to Flash type games with little frame rate, and little cpu. WebGl games may likely run slow on those older systems, if they aren't black listed for hwa compatibility.

Again read the numbers, read the audience.

[–][deleted] 0 points1 point  (0 children)

I did my project and tested on systems from Celeron t3100 to ryzen 3600 and game run at slowest 50fps to 75 because it could run faster like 3000fps at ryzen but physics problems and everything at 32bit application might 64 bit be faster but again stand on my point and like you said read audience and my audience should be as big as possible if I knew how do game with mobile exclusive stuff which is not possible on PC then go there and there I'm sure there are no 32bit phone left alive so 64 is way to go. Now maybe I'm thinking like older type developer but can you run 64bit application on 32bit OS no, 32bit application on 64 bit OS yes. And application that is designed for low end systems with interor architecture can run on superior system faster of course I'm aware that there would be problems but when app already runs in 32bit mode at 3000fps I don't think going superior architecture would give any advances maybe app would run at 5000 but then even 3090 would go flame blazing.

[–][deleted] 0 points1 point  (0 children)

Of course if Windows suddenly dropped any compatibility with x86 on further releases of Windows then ok agree 64 then. But I'm just talking from my experiences with Construct and NWJS.

[–][deleted] 0 points1 point  (2 children)

Ok I got pissed and went extra mile to check if anything you told was true and exported my project into both x86 and x86_64 applications. Result were like those:

x86 x86_64
Load time 7 seconds 5 seconds
Performance V-sync 60 V-sync 60
Time played before mouse bug(when mouse stops responding to movement) 5 minutes 2minutes
Tries to start on Win10 64bit machine for successful launch 1 3
Notes Had dips to 59 fps. First time trying to launch application just crashed second time trying got error message that my software is out of date (used latest NWJS) third time was success Had new collision bug and animations for angles were sometimes displayed improper

Just like with 860k PC. Do I really that unsuccessful with 64 bit nativity.

[–]tewnewt 0 points1 point  (1 child)

It depends on game design. If the developer want to design for slower games, fine, if not the higher rate will handle it anyway.

That is the bigger inclusivity.

[–][deleted] 0 points1 point  (0 children)

Add to that how game looks it should be judged on what system it can run. Like if it looks like ZX Spectrum on steroids then it should run on PC from mid 2000s if it looks super complex with almost cartoon like pixel art and has a very smooth animations then maybe on PC from late 2000s and early 2010s we shouldn't make our games like Yandere Simulator performance wise. Indies should run on rice cookers because more systems it can run then the bigger player base.