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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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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...
Porting to Android (Day 2) 11/10/2017
I spent the whole evening looking for ways to optimize the game for mobile.
Porting to Android 11/9/2017
I'm building a version of Stones Throw for Android.
Updates 10/3/2016
I added new models and details to the environments in Stones Throw.
Updates 9/27/2016
I created an effect that looks like water drops or splashed water on a camera.
Updates almost done... 9/21/2016
The updates I'm working on are almost done. Here's a quick screenshot/preview showing the in-game us
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