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I don't really worry about optimizing the animations, it's more about optimizing the images. ImageOptim is a good app for that.
But, there are general things I try to avoid… too many Physics elements, or too many elements in general, that can slow things down. And when it's too many, it becomes quite apparent. Also, what was slow years ago might be less of a problem today. The browsers (and the computers that run those browser) have gotten better.
One of the problems I'm seeing lately is fullscreen. A Hype project at 640x360 could run fine. But enlarge that project to 3840x2160 (4K) and it can slow down dramatically.
Here's an example… https://photics.com/free-template-tuesday-6-tumult-hype-fps/ …in the little window, it's near constant 60 FPS. But when I switched it to fullscreen 4K, very choppy!
Using the FPS gauge (the second one is better) might help with keeping track of the performance of the animation.
The developer tools in the web browser can also be helpful.
But also, did you miss this topic… Largest Contentful Paint (LCP) / fetchpriority / SEO In Hype …which is quite related to performance testing. Using Google's PageSpeed Insights can highlight lots of problems with a webpage — especially if search engine optimization is a concern.
Testing is probably a good idea!
But in general, cross platform compatibility is one of the main reasons to use Hype. While the app is Mac only, the exported project is usually pretty good across different browsers and devices.
Although, it is important to watch the Browser Compatibility Warnings…
If you ignore those little yellow triangles, then you might have problems with cross platform compatibility. Also, it depends what your project requires. If you don't support Internet Explorer, then you can turn off those “IE” warnings.
Fonts are another concern, especially if you're not using “Web” fonts.
This is a problem.
If you're making games with Hype, then that's going to have certain differences when compared to making banner ads with Hype.