While developing our newest game Magic Defenders (http://www.youtube.com/watch?v=lw2ITcovcX0), and trying to do a quick port over to Android we immediately hit a few barriers.
Corona SDK seems to be treating both of it’s supported platforms differently. While on iOS it runs natively, with all the benefits of that, on Android it runs on a Virtual Machine. The VM can be a good thing, but in this case (games) it’s bad. We’re limited to the amount of memory allocated to the VM Heap, which is usually pretty low for anyone wishing to take their games to the next level. In our case, we will have to substantially reduce the detail level and spritesheet animation’s fluidity to make it fit into 24MB. For now it was just a matter of using the largeHeap=“true” parameter on the android manifest file to be able to tap into 256MB of RAM. The problem with this parameter is that it’s only available on API level 11 and up (Android 3.0+). I also suspect that some of the performance issues people are facing on some devices are related to this. According to Carlos Icaza Corona on Android is 80% native code.
What I’d like to know is why isn’t it 100% native so that we can do true cross-platform development with the same level of expectations on both platforms? [import]uid: 61899 topic_id: 14237 reply_id: 314237[/import]
[import]uid: 61899 topic_id: 14237 reply_id: 52558[/import]