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Thread: 4k by 4k frame too big?

  1. #1
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
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    4k by 4k frame too big?

    I just want an opinion to see if a 4,000 by 4,000 frame in iOS would be too big? I'm making an RTS game and I was thinking that would be a decent size for a world, but idk if that would strain the iOS game. What do you think?

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    nevermind the map size.. an RTS would likely strain the iPhone.. there is a whole lot of stuff going on in a typical RTS game..

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    i was thinking really only updating the stuff near your screen to optimize it.

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    It's possible to build an rts for the iphone.
    You would need to have well optimized code though.

    The map size should be fine. As far as I know just the size the graphics used is where most scale problems would lie.

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    I'm building the world with tiles basically and then changing the actives as backdrops and deleting the actives, so that should help.

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    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module

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    I've noticed that large maps are not the problem, but the # of actives are. I've done 18,000x640 on my latest free app without an issue, but I worked hard to keep the actives to under 400:

    http://itunes.apple.com/app/clean-st...514509508?mt=8

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    With just the normal world generated with all these trees, rocks, ores, etc im at 121 objects. That's with pasting the grass and water in the background. If I was looking at 400 objects max, thats decent so far. I'll try to optimize as much as possible.

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    Remember it's not just object count, keep an eye on your virtual memory as well, i think above 70mb may be pushing it.

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    I made a Minesweeper app once that could barely handle 400 x 400 frame size (granted, there were a lot of objects). Only real way to know is to make it and test it. If you can accomplish object-based actions with math, while it may be harder to code, it will pay off with lower memory usage.

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    Inefficient code, not size of the frame I guarantee.

    Try pulling out the string objects and all other extensions except the active objects and you won't see any slow down.

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