I have a Chinese Pineapple Poker game and when the user starts the app all cards, slots, points etc. etc. are drawn outside of the screen so that I later on can move them as it makes the switch between tables 100% smooth instead of removing and redrawing everything.
However, the first time it loads a table it needs to load a lot of stuff (cards, slots, points etc.) and it is a short lag.
So my questions is if it’s possible to preload all the images into the texture memory without putting them on screen to avoid this small lag in the beginning?
You could load them and set the isVisible property to false and only make them visible when you need them displayed. You could also position the images off screen when not displayed.
Lags can come from many places. I don’t know what you’re using for a lobby system, but perhaps the lag is connecting to the service and getting all of that setup.
Engineering confirmed that Android and Windows Phone both dump memory when suspending and we have to reload everything on resume. If it’s taking too long, you could always start a activity indicator or have a progress bar. This is how most big android games handle this.
You could load them and set the isVisible property to false and only make them visible when you need them displayed. You could also position the images off screen when not displayed.
Lags can come from many places. I don’t know what you’re using for a lobby system, but perhaps the lag is connecting to the service and getting all of that setup.