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Porting to Android (Day 4) - Posted on: 11/12/2017   [StonesThrow]



Another long night spent trying to optimize for mobile...

I'm still not happy with the inconsistent and slow frame-rate. I researched terrain settings, render settings, compression settings... I feel like there's something I'm missing, but I've tried nearly everything at this point.

It's taking a lot of time to test, because with each change, I have to publish it, copy it, uninstall/install it... And I've tested about a hundred different things. Certainly didn't expect it to be this difficult, and its a shame because aside from the slow frame-rate, everything else is working great - controls, interface, timers, physics, animations, etc.

I'm going to try a few drastic things, like completely removing the water, and/or terrain, and see how much performance is affected.




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Stones Throw Updates 10/8/2018
I finished adding the new "water caustics" and "cloud shadows" effects to Stones Throw. It took a few days to update because I encountered several problems...
Added new fx to Stones Throw... 10/7/2018
I'm almost done adding the new fx to Stones Throw.
Updates... 9/29/2018
I added my new alternate water caustics effect to Stones Throw.
Underwater fx... 9/24/2018
Added the new water caustics effect to my Stones Throw game.
Mouse Sensitivity Setting Added 5/29/2018
Added a much needed setting for mouse speed.
Porting to Android (Day 8) 11/16/2017
Finished porting Stones Throw to Android!
Porting to Android (Day 7) 11/15/2017
Updating the UI...
Porting to Android (Day 6) 11/13/2017
I'm almost done optimizing the game for mobile...
Porting to Android (Day 5) 11/13/2017
Yes, another night of optimization...
Porting to Android (Day 3) 11/11/2017
More work optimizing the game for Android...
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