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Porting to Android (Day 5) - Posted on: 11/13/2017   [StonesThrow]



Yes, another night of optimization...

I turned off the terrain rendering and that made a big difference, so that confirms much of the rendering cost is associated with terrain. Interestingly, I've tried smaller heightmaps, but I feel like there wasn't much difference.

The water isn't mobile friendly, and turning that completely off helped too. But obviously, the terrain and water are important for the game, so I can't just remove them.

I think I've decreased the quality settings as much as possible. It looks like crap compared to the PC version. But it's at least playable now.




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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 4) 11/12/2017
Another long night spent trying to optimize for mobile...
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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