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Thread: Some memory questions

  1. #21
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleMac Export ModuleSWF Export Module
    AndyH's Avatar
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    In my experience I've not found fine collision detection to cause problems in general (so that is interesting to know), even on an iTouch second gen, but collisions with objects that are rotated at real time (using the rotate action) do slow down my games on iOS when testing collisions, presumably because it has to work out collision masks in memory for these rotated angles.
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  2. #22
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    All my iOS projects run with Color Reduction on. It pretty much eliminated slow down for all my test devices (3rd-5th gen devices). Unless I have too many things going on at once.

  3. #23
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    Yeah, use sam@sambeddoesdesign.com or distantj@gmail.com and I'll let you know how it runs on iPad 1 and iPhone 4.

  4. #24
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    I'm a bit foggy regarding the following issue,

    In one game I was working on a while back I had a frame with lots of big backdrop objects, and going back and forth between this frame and the next one caused the game to crash on ipod touch (latest 2011 model). This would not happen on the ipad 2.

    However, this was a few months ago. I think at the time Francois advised me to insert a blank frame momentarily between the two in order to clear the memory. I was just wondering if since then the ability to purge memory is taken care of automatically.

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    No, the blank frame trick is the nest approach still.

  6. #26
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    Interesting about the blank frame idea. I was just considering whether to have a "Level complete" screen or not. Would a frame with very limited content, such as a small sprite and some "Level Complete" text (as a bg object) be useful for purging memory in the same way as well?

    Distantj, I've got your e-mail written down now if you want to remove them for whatever reason.

  7. #27
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    you could always fade to black - jump to a blank black frame, then right away to a level complete frame or something.

  8. #28
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    Quote Originally Posted by jregork View Post
    Interesting about the blank frame idea. I was just considering whether to have a "Level complete" screen or not. Would a frame with very limited content, such as a small sprite and some "Level Complete" text (as a bg object) be useful for purging memory in the same way as well?
    I would love to know this too Francois!

    Also, is "memory purge" planned as a developer-definable command in the near future?

  9. #29
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    A frame with no graphics or sounds removeq almost everything from memory. Only stays the application definition and the indexes of the images and sounds. But normally, unused images and sounds are purged when going from one frame to another...

  10. #30
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    Quote Originally Posted by Francois View Post
    A frame with no graphics or sounds removeq almost everything from memory. Only stays the application definition and the indexes of the images and sounds. But normally, unused images and sounds are purged when going from one frame to another...
    a completely blank frame would look stupid though...

    how long to display it for?

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