Per the interview at Mobile Orchard, it was intimated that you could achieve good performance due to Corona reusing the buffered OpenGL image if multiple assets onscreen were duplicates of each other.
I’ve bumped the Fishies sample to 1000 fish onscreen, and on a 3G, the performance is very poor. Going through the Lua code, it seems that lots of optimizations are already in place using local vars, so the bottleneck would probably be in the renderer.
Is this the best we’re going to get out of the Corona renderer?
What other optimizations can we try to do in code or asset pre-production to get better performance?
Are we able to profile on the device (as Walter suggested in an earlier post) so we can see where memory and performance bottlenecks are?
Thanks,
- Ian
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