Muh garme now runs 30fps consistently on iPhone 4, but still hiccups late in the game. More optimization required!
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Replying to @AlejandroDaJ
@AlejandroDaJ What do you think the problem is?1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles It appears to grow linearly. Since the number of enemies increases linearly with game time, I'm betting something in enemy AI.1 reply 0 retweets 0 likes -
Replying to @AlejandroDaJ
@DaveVoyles I've already setup an enemy pooling system and turned enemy collision from an o(n^2) operation to an o(n) operation1 reply 0 retweets 0 likes -
Replying to @AlejandroDaJ
@DaveVoyles Must be something else in there I'm not thinking about.3 replies 0 retweets 0 likes -
Replying to @AlejandroDaJ
@AlejandroDaJ@DaveVoyles If only you had Pro, could use the Profiler...1 reply 0 retweets 0 likes -
Replying to @ElementCy
@ElementCy@AlejandroDaJ Wait, the profiler is only with pro? WTF. Can you attach a debugger / profiler from Visual Studio?1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles@ElementCy Xcode has a native FPS/Memory/CPU profiler which is a tad helpful.1 reply 0 retweets 0 likes -
Replying to @AlejandroDaJ
@DaveVoyles@ElementCy There's also a stripped down profiler that Unity lets you use on mobile1 reply 0 retweets 0 likes
@AlejandroDaJ @ElementCy oh ok
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