Rendering performance of large number of same sprite image

Hi All,

I am working on a pac-man kind of game in which I have the screen all filled up with blocks of 14X14 pixel image. As soon the app launches on DEVICE (android or iPhone both) the fps (frame per second) drops to 6. This ruins the game play, the motion of the hero and enemies (5 in total).

Is it that Corona is not handling batch rendering or its rendering is not optimized ? I read some similar posts on this topic dating back to 2010. Has Corona still not fixed/improved it ?

What are my options, I spent a lot of time building the game without trying it out on device ( which I should have first of all). Is there any ways out in it with CORONA ?

Please help

Regards

Sheraz [import]uid: 69481 topic_id: 17341 reply_id: 317341[/import]

In the game we’re working on we have hundreds of sprites on screen and no performance hit. Our frame rate problem stems from the physics engine. Are using physics in your game? With a PAC-man type game I’m guessing probably not but I thought I’d ask. [import]uid: 40137 topic_id: 17341 reply_id: 65785[/import]

http://www.youtube.com/watch?v=g66-GsiCplc

this gets 200+ objects without lag [import]uid: 79135 topic_id: 17341 reply_id: 65792[/import]