So I recently tested my game and discovered that it causes the phone to run hot, along with draining the battery rather fast. This was quite alarming, considering I must be doing something wrong to cause something that taxes the phone that much. I’ve been good about disposing all unused objects, event handlers, and timers. After a little research, I came across this article. In it, there is a section on reducing power consumption, and after some thought, I became baffled by the two seemingly different clashing best practices.
Basically this: My game consists of image display objects that are generated and thrown at the player. If the player hits these objects, they shatter into 8 to 10 pieces which consist of another 8 to 10 image objects. I create these objects on the fly, and dispose once they aren’t needed again, per best practice. My issue is that, the power consumption best practice dictates that I should reduce disk accesses, which DO occur every time I create an image display object, reading from the disk every time one is made.
So how might I address this issue? Keep in my, my game randomly creates and disposes a LOT of image textures on the fly.
Thanks!