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Merry Prankster Games

iPad version

Posted by , in 10FF 24 January 2013 - - - - - - · 787 views

Here it is, a screenshot of 10FF running on an iPad Mini!

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I am really psyched about this. This isn't just test or partial code; the complete engine is working, with "little" things like audio and everything. I believe the game is fully playable at this point, though I haven't gone through it to the finish yet.

The discerning will note: FPS: 0.96432 (and so on) at the bottom. Uhoh... When I first noticed the FPS, I was horrified. I mean, that isn't just a little slow. Step 1, I tried the Release version. No difference. Oh dear.

Step 2, I turned on the debug tracing. This was even more horrifying, as even running a game tick (without rendering anything) was taking 30ms. Getting 30 FPS isn't likely when you only get 30 FPS without even rendering! And rendering a frame was taking almost a full second.

Step 3, I turned to the XCode profiler. After some tomfoolery with debug symbols, I got it going, and at last, some good news. Under the profiling, doing a game tick is really fast, a millisecond maybe. On further reflection, I believe that tracing from the iPad to the debugger (on a Mac) is really slow, taking almost a millisecond just to trace a line. So with tracing on, performance craters.

I'm left with the rendering code, which I know can be much more optimized. But, I got even better news from the profiler. The actual level rendering code is quite speedy. The vast majority of the bad performance is coming from the HUD rendering! Well, I can optimize the heck out of that... in fact the majority of the bad perf is from text rendering, which should be super easy to cache on a texture. So, that's good news.

Just to verify, I turned off the HUD and the game did actually render at 30 FPS. There were a few little glitches here and there, but I suspect I know what that is, and can optimize that away. So, all in all, good news.


Level rendering

Posted by , in 10FF 09 January 2013 - - - - - - · 757 views

Got level rendering working on the iOS simulator:

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I had to show a screenshot of the very start of the beginning level, as I don't have the touch events wired properly yet and you can't move at all. The discerning eye will also note some face culling issues. And perf is crap. But definite progress.


10 Fantasy Fights runs on iOS! Sort of...

Posted by , in 10FF 04 January 2013 - - - - - - · 736 views

Yes, the moment you've been waiting for! In all its glory, 10FF in the iPad simulator:
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Oh wait, you thought that not only the game would run, but the graphics would render too? Well, that's asking a lot. You'll have to take my word for it that the game is, in fact running. But it seems there is still some work to do...


Game UI render

Posted by , in 10FF 03 January 2013 - - - - - - · 774 views

Happy Holidays everyone! Here is evidence of the UI rendering, with text (iOS simulator screenshot):

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This is the actual 10FF UI. Other than some little glitches, you can successfully create a character and start a game! Which then crashes and burns before displaying a single frame. Getting there, though.


January 2013 »


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