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    Smart FPS

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    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Smart FPS

    Post  Michael pw on Wed Nov 03, 2010 3:10 pm

    well basically if the game suffers performance issues, i can intergrate a system which detects the fps speed and modifies the gameplay, large messages tend to drag the frame rate down to 50/60 so i put in a line of code telling it to take it easy if it was having a hard time coping, i will only put it on for effects as otherwise we don't the physics getting affected.

    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: Smart FPS

    Post  Twisted-Liquid on Wed Nov 03, 2010 3:15 pm

    Sounds smart but keep in mind that this unit is pretty standard so if we find the game droping effects every ten seconds were doing something wrong.

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: Smart FPS

    Post  Michael pw on Wed Nov 03, 2010 3:22 pm

    well yeh high end effects should run but there may be occasions where it overloads, in that situation, it needs to be moderated.

    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: Smart FPS

    Post  Twisted-Liquid on Wed Nov 03, 2010 3:24 pm

    Should we also make some of those effects optional where players can turn those features off to save speed for incoming messages and maybe save n battery life? not sure how much those things are afftected.

    Michael pw

    Posts : 202
    Join date : 2010-11-02

    Re: Smart FPS

    Post  Michael pw on Wed Nov 03, 2010 3:33 pm

    Yeh we should, but only the particle effects as the messages and stuff are kind of important...

    Twisted-Liquid

    Posts : 176
    Join date : 2010-11-02

    Re: Smart FPS

    Post  Twisted-Liquid on Wed Nov 03, 2010 3:33 pm

    agreed.

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