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Exercise web browsers under game-like conditions
JavaScript CSS
branch: master
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bin initial sending progress
chess minor fixes to work with api changes
droid cleaned up file structure for simple exporting of test apps
engine minor fixes to work with api changes
iframe cache testing
images Added a bunch of performance debugging options.
lib minor fixes to work with api changes
logs initial checkin
perf
pvn fixing space game to work multiplayer again
resize minor fixes to work with api changes
simpledemo cleaned up file structure for simple exporting of test apps
space fixing space game to work multiplayer again
tools Added per-file model conversion options for scaling, inverting texcoo…
trench Initial checkin of the webgl benchmark
webglbench Code cleanup.
.gitignore messed around with SSL. not working yet.
README.md
favicon.ico cache.manifest for chess, send_delay for slow network testing
license.txt initial checkin
restart initial checkin

README.md

Archived Repo

This is an archived project and is not currently being developed by Facebook. Please do not file issues or pull-requests against this repo. If you wish to continue to develop this code yourself, we recommend you fork it.

Proceed and be bold!

jsgamebench

JSGameBench exists to explore HTML5’s game performance limits. For version 0.1, the focus is sprite performance a player is likely to see. Scoring is how many sprites are drawn, so large scores are better. Going forward, we want to collect peak and average scores for browsers across a range of hardware configurations. We hope JSGameBench helps the community improve game performance and we look forward to HTML5 game engine developers improving on our ideas and crushing these number!

For each render path, JSGameBench draws as many moving, animating sprites as possible at 30fps against a background with both axis-aligned and rotated sprites. We try both because significant performance differences between the two indicate flaws or oversights in current rendering techniques. More importantly, while animation can be used instead of sprite rotations, it is often an unacceptable trade off that game developers should not be forced to make.

The final score is the geometric mean of the axis aligned and rotated scores. Geometric mean is used to prevent a high axis aligned score from hiding the poor rotated performance.

License

JSGameBench is licensed under the Apache 2.0 license (http://www.apache.org/licenses/LICENSE-2.0) except as noted otherwise.

How to run it

install nodejs

Get the stable build of nodejs from http://nodejs.org/#download ./configure --prefix=~/local make;make install add ~/local/bin to your PATH

npm

Install npm node package manager https://github.com/isaacs/npm curl http://npmjs.org/install.sh | sh

install node socket.io package

npm install socket.io

run it (runs on port 8081 by default)

node bin/jsgamebench

Debugging

Install node-inspector for server debugging: (https://github.com/dannycoates/node-inspector)

npm install node-inspector

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