Question regarding tile maps and sprites

i guess running my simulator on a quad core pc doesn’t help real testing!

in the end i wouldnt scroll a world this big consisting entirely of tiles with this method… i’d re-use a screenful of sprites, changing their frame as per the tower example posted elsewhere

also it will jerk to some extent, because I’m not ramping up the speed smoothly

thanks
j [import]uid: 6645 topic_id: 4027 reply_id: 12567[/import]

I’m running a dual core 2.4g mac and would expect the simulator to be smooth! Runs half life 2 just fine so why not the simulator? It’s hardly a GFX drain!!!

I’m not too sure using sprites would help :frowning:

I just think the GFX engine in Corona is not man enough :frowning: [import]uid: 9371 topic_id: 4027 reply_id: 12570[/import]

Yeah, on the device is where I get the slower performance. I’ve been doing this testing so that I can determine how much I can handle max so I can size the sprites appropriately. If I can’t have as many on screen sprites (and I am using sprites for my tiles), then I’m just making them bigger to compensate for performance.

Right now I’m streaming bursts of data (My function is called streamBURST() ) to a finite number of onscreen tiles and updating the images according to a larger array that is the level. When moving, it always shifts the same amount of tiles and onscreen objects. If I can get it down to 25-30fps, then it will be fine because my testing tiles are literally 3 layers of filled sprite objects (totaling 530). Half or even more will not even be visible in normal gameplay so I won’t even approach the cap. [import]uid: 11024 topic_id: 4027 reply_id: 12571[/import]

have you tried this on the device? what performance do you get?
http://pixels.ph4.se/2010/10/tilemaps-with-corona-part2/

(apparently it’s more smooth in the XCode simulator too than on the Corona simulator) [import]uid: 6645 topic_id: 4027 reply_id: 12597[/import]

I have tried that, it was jerky as hell :frowning:

I guess I have to build a iOS app to test in the XCODE simulator?

The trouble is despite coughing up for Corona I’m a little reluctant to pay for the Apple and Android developer license if I’m not going to be able to create any decent (by decent I mean not jerky / low FPS) games with Corona. [import]uid: 9371 topic_id: 4027 reply_id: 12598[/import]

you cant trust the simulator as an accurate representation

  1. it’s a simulator
  2. it’s dependent on the speed of your pc, whereas the iOS devices only have fixed speeds (ie 3G, 3GS, 4, iPad)

you could always stick to games that work on one screen :wink:
[import]uid: 6645 topic_id: 4027 reply_id: 12602[/import]

Well, could someone perhaps do some tests on a real device and post a little table here? I’d do so but my apple dev licence is still pending… :-/

It’d be quite interesting to have a chart where we can see how Corona performs on different devices, for example:

  • When moxing xx single objects manually
  • When moving xx single objects using transitions
  • When moving xx objects together in a group
  • How different object size influences performance (big vs. small) etc…

This would be a great basic guideline to orientate on.
[import]uid: 9644 topic_id: 4027 reply_id: 12688[/import]