The Journey Ahead ◾ 197
a browser and not as a native code executable program. is means that
keeping the same, or similar, performance in terms of frames per second
(FPS, which, in Construct, we can easily display by using the fps keyword
in a text object) may be challenging, and it is something we should con-
sider already at the design stage of our games.
In particular, we should be careful about these features that require
considerable processing power:
• Physics: if too many objects on-screen are using the physics engine,
this will denitely slow down the game.
• Particles: each particle is actually a small sprite, so you can imagine
how having several hundreds of them on the screen at the same time
may overload a not so powerf ...