Tuesday, February 28, 2012

Well, that's broken...

Just finished adding the new multi-part humans/zombies to the game and, as expected, performance took a major, major hit. At the previous human and zombie cap (15 and 45) the game was using 108% of the iPad's processor power and only running at about 4 frames per second. After lowering the numbers to 5 and 15, the game regains an acceptable frame-rate.

I'm done coding for the day.

Tomorrow I am going to spend most of the day trying to optimize the performance with a target of 30 zombies and 10 humans on screen at once. If I can't reach at least this number, I am going to have to scrap the multi-part zombies. The old zombies and humans will still be receiving new textures, and  I will make it so that zombies are simply made out of two parts, heads and bodies. The arms and legs will likely stay attached to the model and I will remove all physics operations from them. I guess the iPad 1 just isn't powerful enough to manage 360 rigid bodies at once. Go figure.

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