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Viewing 1 to 14 (14 Total) [HTML5] Dead Code Elimination |
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JonTotal Posts: 272
Joined: March 08, 2012
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Joshua said this doesn't work, and I verified that it doesn't. Given that the HTML5 output can be rather large without this, this is a pretty important one to get working if possible.
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Posted on May 21, 2012 at 1:04 AM
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singmajestyTotal Posts: 2140
Joined: August 25, 2011
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Re: [HTML5] Dead Code EliminationAgreed -- I'm not sure what breaks, but it would be nice to crunch the file size down with DCE.
Posted on May 21, 2012 at 1:46 AM
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JonTotal Posts: 272
Joined: March 08, 2012
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Re: [HTML5] Dead Code EliminationThanks, I'll give that a try and let you know how much of a savings it represents.
Posted on May 21, 2012 at 1:12 PM
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grumpytoadTotal Posts: 63
Joined: November 21, 2011
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Re: [HTML5] Dead Code EliminationI'm not sure I've ever seen it fail...
Posted on May 22, 2012 at 1:51 PM
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JonTotal Posts: 272
Joined: March 08, 2012
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Re: [HTML5] Dead Code EliminationTo be clear, failure in this case means that it does output something, but the game errors out immediately.
Posted on May 22, 2012 at 3:34 PM
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grumpytoadTotal Posts: 63
Joined: November 21, 2011
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Re: [HTML5] Dead Code Eliminationif you have an example where this is happening, that'd help - please provide some version numbers too, as this feature has changed a little in haxe's repository in recent months.
Posted on May 22, 2012 at 4:02 PM
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JonTotal Posts: 272
Joined: March 08, 2012
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Re: [HTML5] Dead Code EliminationIs --js-modern a new flag? It's flagging it as an unknown option for me.
Posted on May 22, 2012 at 11:01 PM
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grumpytoadTotal Posts: 63
Joined: November 21, 2011
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Re: [HTML5] Dead Code EliminationWhat haxe version are you using? DCE doesn't like static initializer code, because it is over eager in this case and removes code that you actually need.
Posted on May 23, 2012 at 12:10 AM
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JonTotal Posts: 272
Joined: March 08, 2012
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Re: [HTML5] Dead Code EliminationI have 2.08.
Posted on May 23, 2012 at 12:32 AM
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singmajestyTotal Posts: 2140
Joined: August 25, 2011
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Re: [HTML5] Dead Code EliminationThe port for Box2D was pretty old, so I created a new port, based on Box2DFlash 2.1a
Posted on May 23, 2012 at 12:46 AM
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JonTotal Posts: 272
Joined: March 08, 2012
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Re: [HTML5] Dead Code EliminationBy native extension, you mean that this is targeted towards just the CPP target I assume, and for Flash and HTML5, it'll continue to use the original port, or something to that effect? That would be ideal for performance and usability.
Posted on May 23, 2012 at 1:04 AM
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singmajestyTotal Posts: 2140
Joined: August 25, 2011
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Re: [HTML5] Dead Code EliminationThe Box2D that I have on GitHub is the one that's in haxelib as "box2d"
Posted on May 23, 2012 at 1:11 AM
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grumpytoadTotal Posts: 63
Joined: November 21, 2011
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Re: [HTML5] Dead Code EliminationThe only box2dhx I have managed to get to work reliably on html5 ishttp://box2dhx.googlecode.com/svn/trunk... the last commit is dated 2010-01-13... YMMV depending on what you are compiling. I don't think any haxe-compatible physics library exists yet that is well optimised for javascript.
Posted on May 23, 2012 at 6:36 AM
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JonTotal Posts: 272
Joined: March 08, 2012
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Re: [HTML5] Dead Code EliminationAye, that is similar to the one that Michael (BigblockGames) gave me. He optimized it a bit to reduce object creations for his Goblin War Machine game. I'd happily settle for that take if it weren't for the fact that I use some of the newer Box2D features rather extensively (edge shapes in particular)
Posted on May 23, 2012 at 12:35 PM
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