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Optimization


Josh

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That was one crazy weekend! Things were hectic at times, but we managed to process all orders and get people started with Leadwerks for Android. Well, everyone except YouGroove. wink.png I've got to do some tests on a clean install of Windows, so I will figure out exactly what JRE to install, since that part can be confusing.

 

I uploaded new builds for Windows, Mac, and Android just now with performance improvements. Darkness Awaits is playable now on my Samsung Galaxy Tab 2, though I know I can still improve the performance. I will be focused primarily on performance optimization and fixing any showstopper bugs for the next two weeks. You can tell one problem right away, and it was only the limited performance of my low-end Android devices that demonstrated this...in Darkness Awaits, if the player stands still the FPS is fairly high, but when they start moving there is a visible drop. I believe there is some stupid mistake in the recursive bounding boxes invalidation that causes this to be slow. The good news is, now that I have identified where the inefficiency is, I can find and improve it rather easily.

 

I also think we can lower our poly count quite a bit in that scene, with no visible loss of quality. Leadwerks can scale very well, so I don't worry about how big the map is or how many objects are offscreen. However, mobile devices have very real constraints on polygon counts, and the torch holders are pushing the polycount up unnecessarily.

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The level is BSP , so lot of entities,f it was some grouping function to group some entities as one mesh, frame rate could level up.

Yes mobile needs indeed less polys, specially if the game should work on low specs for mobiles and tablet

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