Hi guys,
I’m making a ragdoll game, and was wondering if anyone had some insight into how many joints/physics bodies/display objects are possible. I have a few different levels, and most are relatively small. My scene management is very simple – I allocate everything at init, and de-allocate everything at deinit. The garbage collector is turned off, so my CPU/memory usage _should_ be relatively predictable.
I have nearly 220 display objects with physics( most of them static, but a few are dynamic ), most of them using event listeners. About 20 of those are sprites that animate. I only use joints for the ragdoll, and limit those to around 20. I turn on/off the display objects and physics objects when the ragdoll is in view to help with the frame rate. With that in mind, I achieve a frame rate of ~30 on an iPhone 3gs. My problem comes when I try to triple the size of the level. So nearly 460( its not exactly 3x as many ) display objects with physics. That will slow things down quite a bit, near ~10 fps.
This is my second attempt to optimize my levels. I have one more idea as how to turn on/off my objects when in/out of view, but before I started, I wanted to know if anyone has any experience with this sort of thing and can tell me a ballpark figure as to what to expect with that many objects in memory at once.
One last request - 
How do you profile your game? I would like to turn on the iphones profiler when my game is running, but haven’t been able to connect my device to the profiler while its running.
If you made it this far, thank you for reading this long post.
Thanks,
Mark [import]uid: 8673 topic_id: 6622 reply_id: 306622[/import]