Ha!
In looking over the last long post (a slew of good news) I realized that I completely forgot to mention the most important good news of all!
Once I started adding some of the artwork to the game, the performance took another major hit on my iPad 1. Resolute in my desire to get the game working on all versions of the iPad I went back and did even more performance tweaking. That's when I discovered it.
4 of the variables in my path-finding algorithm were set to about 5X the value they needed to be. E.G. the paths were being smoothed way, way, too much, the game was set to expect upwards of 200 "agents" who needed their paths found (only 35ish agents will ever occur in game). Upon setting these values back to where they were supposed to be, the game suddenly runs flawlessly. It even runs so well that I was able to cut all of my GenCheck code from an earlier update. Features will no longer be disabled on the first generation iPad.
I cut my RAM usage in half. It went from using around 120MB+ on the iPad (and subsequently crashing) to barely using more that 50. Of course, this was before I added all of the art and sound, but even now, with all of the art in the game, it only goes above 80MB when you are posting your score to Facebook.
What's that? I forgot to mention that too? Damn!
You can post your scores to Facebook. There, I said it. I spent a lot of time getting that to work for this update so everybody better do it at least once! : )
I will have twitter integration with the release of the next update scheduled for 2-3 weeks after this major update/relaunch goes through.
So yeah. Back to work.
-Cody
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