iOS Question Acelerated Graphics

Alejandro Migoya

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Longtime 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
 
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.
 
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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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