@Hogan and @CasualCoder, there have been several discussions in the return channels just like you mention: this performance suffers as the game progresses due to the large images used for color overlays. The game uses:
- 129 Select images (fill in the area with the mouse)
- 92 Color overlays (shows which player owns the territory)
- 129 IMG-tags for the "Pulse" effect (repetition of images with 129 hitility).
= 350 IMG tags.
At the beginning of the game, 92 color overlays represent 1x1 pixel images. Highlights: 1 image per area, mostly transparent, corresponding to the size of the board, but usually only 1 is visible.
As the game progresses, the overlaid images are replaced by images that show one territory in red or blue, etc., depending on which player owns it. These colored overlays are the same size as the board, although mostly transparent. At the time, we believed that these images would render as fast as images with less clipping (and this is similar to some of the older IE browsers in windows).
But, based on some other test results, I got there, it seems, a lot of support that these 947x622 pads are a problem; combined with which of the main images are also visible.
This is the worst case for 92 visible IMGs for conquered territories, plus maybe a dozen or so impulse IMGs for current empirical images - 105 947x622 (boardize). It is troubling that this leads to extreme slowdowns when moving the mouse in Linux and Mac browsers.
I edited my gimp scripts to instead generate glare and overlays as tightly cropped as possible, and output the offset X and Y data into a text file (which I then inserted into the code and used to place new images relative to the top level, left corner of the board) .
The new implementation seems to work better in my dev environment (I hope I'm not too faked by the local host here). As soon as I can get it online and test a few more, I will update the comment here.
Thanks again for the feedback, I hope the new cropped graphics will solve the problem.
Troy
Edit: The latest edited image code for Empires is now online. Just expecting more general feedback, but so far it seems like it feels much more responsive in both Windows FF and Ubuntu FF! Thanks again for helping everyone :)