p5.js improve poor performance on Android vs. iOS?












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I work on a simple gaming application that somebody developed with the help of p5js. It was intended to be used on desktop PCs and I am in charge of updating it for mobile devices.



The problem: On iOS (tested with iPhone 7 and XR) it runs nice but on my Android phone (tested with Nexus 6P) it stucks and lags a lot.
The game is pretty simple, there is a 2D block jumping other blocks.



I also compared the examples of the pj5s website on both devices. E.g. the multiple particle system example (https://p5js.org/examples/simulate-multiple-particle-systems.html) lags on Android with a single particle system very much. On the iPhone 7 even with ten systems it does not lag as much as on the Nexus.



Any suggestions where to pay attention when developing with p5js for the obviously less powerful JavaScript engine on (relatively new) Android phones? Like max. objects on screen, refreshing time or something like that?










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    0















    I work on a simple gaming application that somebody developed with the help of p5js. It was intended to be used on desktop PCs and I am in charge of updating it for mobile devices.



    The problem: On iOS (tested with iPhone 7 and XR) it runs nice but on my Android phone (tested with Nexus 6P) it stucks and lags a lot.
    The game is pretty simple, there is a 2D block jumping other blocks.



    I also compared the examples of the pj5s website on both devices. E.g. the multiple particle system example (https://p5js.org/examples/simulate-multiple-particle-systems.html) lags on Android with a single particle system very much. On the iPhone 7 even with ten systems it does not lag as much as on the Nexus.



    Any suggestions where to pay attention when developing with p5js for the obviously less powerful JavaScript engine on (relatively new) Android phones? Like max. objects on screen, refreshing time or something like that?










    share|improve this question

























      0












      0








      0








      I work on a simple gaming application that somebody developed with the help of p5js. It was intended to be used on desktop PCs and I am in charge of updating it for mobile devices.



      The problem: On iOS (tested with iPhone 7 and XR) it runs nice but on my Android phone (tested with Nexus 6P) it stucks and lags a lot.
      The game is pretty simple, there is a 2D block jumping other blocks.



      I also compared the examples of the pj5s website on both devices. E.g. the multiple particle system example (https://p5js.org/examples/simulate-multiple-particle-systems.html) lags on Android with a single particle system very much. On the iPhone 7 even with ten systems it does not lag as much as on the Nexus.



      Any suggestions where to pay attention when developing with p5js for the obviously less powerful JavaScript engine on (relatively new) Android phones? Like max. objects on screen, refreshing time or something like that?










      share|improve this question














      I work on a simple gaming application that somebody developed with the help of p5js. It was intended to be used on desktop PCs and I am in charge of updating it for mobile devices.



      The problem: On iOS (tested with iPhone 7 and XR) it runs nice but on my Android phone (tested with Nexus 6P) it stucks and lags a lot.
      The game is pretty simple, there is a 2D block jumping other blocks.



      I also compared the examples of the pj5s website on both devices. E.g. the multiple particle system example (https://p5js.org/examples/simulate-multiple-particle-systems.html) lags on Android with a single particle system very much. On the iPhone 7 even with ten systems it does not lag as much as on the Nexus.



      Any suggestions where to pay attention when developing with p5js for the obviously less powerful JavaScript engine on (relatively new) Android phones? Like max. objects on screen, refreshing time or something like that?







      javascript mobile p5.js






      share|improve this question













      share|improve this question











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      share|improve this question










      asked Nov 23 '18 at 19:36









      lakalaka

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