Hello,
I'm creating a Endless Runner like.
It works well on High performances devices but when i try on a low performances devices it lags every time.
I have found something, each lags seems to correspond with a message in the console (exemple):
SurfaceTextureClient [STC::queueBuffer] (this:0x51987540) fps:59.56, dur:1007.42, max:30.64, min:8.94
Do you know what is it ?
Also i try to remove garbage collector, force etc. It remove some lags but not every lags.
Thank
Comments
Reuse sprites, reuse box2d bodies, etc.
Here is an example pool for reusing object:
http://giderosmobile.com/forum/discussion/comment/36045#Comment_36045
don't know about the message though
@pie no i don't use texturepacks. Should i do ?
The Gobb : https://play.google.com/store/apps/details?id=fr.toastapp.thegobb
Once a texturepack is loaded, switching its textures is pretty quick. If gideros have to load a new file everytime you need a new texture you risk bottlenecks and lags.
Just to be on the safe side I would give it a try
https://deluxepixel.com
Ok so this kind of img is not recommended ?
The Gobb : https://play.google.com/store/apps/details?id=fr.toastapp.thegobb
(of course it's a cold shower if you realize only at the end that it is too slow on a phone, so you should test it from time to time on phone (and packing the current images into one)).
it's easy to make a texture initializing function which first checks in the pack and then for a separate file so that you don't need to change your code when you pack some things together.
e.g.:
Likes: SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game