Please place your device performance remarks here and not in Erel's performance hints/guide thread.
sorry but this remark is not really correct and is mainly suitable for the heavy (3D) games.
it depends on your game expectations/preferences.
if you prefer puzzle games or these addictive mini games a la ketchapp specs don't matter much in most cases as long as they kept their minimum target low enough it will work fine on his S3.
I just looked at when angry birds came out and that was 2010 for Android.
I remember that it ran perfect on my Samsung Galaxy Apollo in december 2010 when I got the phone or somewhere beginning 2011 it was just (too) small to look at.
It ran on SDL/Box2D (C++) engine back then but the low spec phone could pull it.
As someone mentioned that Andy's games ran more smooth the difference is probably that big C(++) compiled binary libGDX is running on/in that gives the needed speed boost altho I think Andy is using the scene2d part of it and not box2d which would be faster in processing aswell.
just found this on the libGDX site > "The Box2D implementation in libgdx is a thin Java wrapper around the C++ engine."
Also notice that Xui2D is still in alpha/beta/... stage and there have been speed-ups already to some parts of it. And the IOS port probably runs at full speed already as it is using the C++/objC version of box2d.
I will go through the examples and report what I get on my phone.
Phone Wise, if the big games companie's targetted low-end 4GB ROM/ 512MB RAM Mediatek phones as their user base phone, then we would be still playing snake.
sorry but this remark is not really correct and is mainly suitable for the heavy (3D) games.
it depends on your game expectations/preferences.
if you prefer puzzle games or these addictive mini games a la ketchapp specs don't matter much in most cases as long as they kept their minimum target low enough it will work fine on his S3.
I just looked at when angry birds came out and that was 2010 for Android.
I remember that it ran perfect on my Samsung Galaxy Apollo in december 2010 when I got the phone or somewhere beginning 2011 it was just (too) small to look at.
It ran on SDL/Box2D (C++) engine back then but the low spec phone could pull it.
As someone mentioned that Andy's games ran more smooth the difference is probably that big C(++) compiled binary libGDX is running on/in that gives the needed speed boost altho I think Andy is using the scene2d part of it and not box2d which would be faster in processing aswell.
just found this on the libGDX site > "The Box2D implementation in libgdx is a thin Java wrapper around the C++ engine."
Also notice that Xui2D is still in alpha/beta/... stage and there have been speed-ups already to some parts of it. And the IOS port probably runs at full speed already as it is using the C++/objC version of box2d.
I will go through the examples and report what I get on my phone.