iOS Question Acelerated Graphics

Alejandro Migoya

Member
Licensed User
I´m working on a project where there is an extensive use of Canvas, DrawBitmap, DrawCircles, etc...

Do you have any sugestions to acelerate my code?

Maybe a declaration to let my code know I´ll be using hardware acelerated graphics or something?
Or any especific functions that are known to slow down code?

Thanks! Any help will be very appreciated

Alex
 

Alejandro Migoya

Member
Licensed User
The code is performing well, I´ve optimized it as far as I can, but I´m concerned about it running on older devices (currently testing on iPhone 6)

I have a timer with a refresh rate every 30 milliseconds, and the processing time for each loop is currently about 20 milliseconds, so we are good so far, but can´t add that many more functions to the loop before it starts exceding the timer interval.

I can´t post the code because it would mean posting the whole project...

I was just wondering if I was missing something escential like a graphics aceleration declaration or something.
The code uses many transparencies, fills, shapes, bitmaps, etc. over a canvas.

I´m concerned that maybe I´m using some function that is slowing everything down. For example, I found out that the gradient fill function on a canvas is very slow... stopped using.
 

Alejandro Migoya

Member
Licensed User
but wouldn´t it change the game speed depending on each device screen refresh rate?
(or do all iphones and ipads have the same screen frequency?)
 
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