Urgggh, performance on Android

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Michael Hartlef

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Jul 8, 2013, 1:50:35 AM7/8/13
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Hi folks,

how is the performance on Android for you guys? Mine kinda sucks on a HTC Desire with 2.3.3.

I know I need to switch to arrays instead of lists in fantomEngine but I didn't think it would be that bad.

Any tips?

Michael


Eiloreen

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Jul 8, 2013, 4:48:16 PM7/8/13
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I'm finishing the development of one game for android, and I testing it in 2 mobiles (Samsung galaxy Y and samsung galaxy S2) and in one tablet (woxter PC 101) and the performance is excelent in all of them.

Eiloreen

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Jul 8, 2013, 8:24:15 PM7/8/13
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I recomend you to maintain the list in fantomEngine. Remember that in a list is easy to control of add and remove items.
If you change to arrays you will need to resize it a lot of times. Resize an array is more expensive than working with a list in this case.

An example of this is your cftLayer class. If you change the objList to arrays you will need to resize it when the array hit is max index and you want to add a new object. If the array has a size bigger than the number of items inside it you need to check the empty index to work fine with array.count() to return you the correct number of items.

Arrays works quickly than list but when you need to add an remove a lot of data, a list is a better choice.

But what problem you have with the HTC Desire? your projects runs slow?

Michael Hartlef

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Jul 9, 2013, 12:30:49 PM7/9/13
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What kind of games are these? MY framerate drop often from 50-55 to 20-25. And that WITH pregenerated and reused objects.

What precompiler settings do you use for Android?
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