Hello!
I'm currently trying to port a game to mobile devices using the iOS and Android official ports.
I'm getting about 25 fps, though, which is not really good.
How could I improve the performance?
The game simply uses canvases, and a lot of the audio and sound APIs (rhythm game).
That's why I'd love to hear about your experiences on porting games to phones.
Did you have to optimize them? And how?
Thanks for your answers
Optimizing performance on iOS and Android
Re: Optimizing performance on iOS and Android
I would avoid using canvases, also try optimising your math and such.
Also, dude, are you Ulydev in disguise?
Also, dude, are you Ulydev in disguise?
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
Re: Optimizing performance on iOS and Android
Hey, also made a rhythm game and ported it to mobile (it's not out on mobile yet though).
Most importantly, you have to find the bottlenecks. It doesn't make sense to optimize stuff that doesn't help overall performance.
To do that look for deep loops, or other stuff where you suspect it might be heavy on your resources and take it out.
If your game runs fast afterwards, it means that there might be a lot of performance to gain there.
Most importantly, you have to find the bottlenecks. It doesn't make sense to optimize stuff that doesn't help overall performance.
To do that look for deep loops, or other stuff where you suspect it might be heavy on your resources and take it out.
If your game runs fast afterwards, it means that there might be a lot of performance to gain there.
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