Instead of calculating the entire 52x52 grid, the function could be broken up to calculate a 6圆 block on each frame instead of the full 52x52. If it had to do this in a single frame, it would make the game choppy. These functions need to calculate values for the entire 52x52 grid. In Pocket City, this might include calculations like power coverage, traffic density, desired # of entities to spawn etc. There may be functions that take a long time to execute in a single frame. Break up long tasks into smaller tasks spread over many frames. Reusable in the name helps indicate that the value might be re-used by other functions. Where Utils.toResusableCoords() updates an existing re-usable object with the x y coords. I usually have a helper function to do this. When updating these arrays, I update the values of the existing array instead of allocating a new 2d array each time.Īnother example: Returning coordinates like object as the return object for many functions, (as long as the code is aware that it could be mutated by another object and uses the x and y values right away). These might represent things like crime density, traffic, etc. In Pocket City, I often have 2d arrays of values, like so: [ An array can be cleared by setting it's length to 0.An object can be cleared by deleting all keys.Try to re-use the same object by or array by clearing it first, instead of creating a new one each time. It's easy to accidentally create many new objects and arrays in your game loop. When a car is "destroyed", it gets freed back into the pool.Įxamples of pooled entities in Pocket City: vehicles, pedestrians, isometric tiles. For cars, I start with a pool of about 15, and randomize the color when I take one from the pool and add it to the world. In pocket city, most entities come from a pool. You only need to create new objects if you run out of free objects in your pool. Objects should be returned to the pool when they are "destroyed". With a pool, you can pre-allocate objects into the pool to be used on-demand. Instead of creating and destroying many objects, create a pool of them to re-use the same instances. Performance is one of the main challenges of building an app in HTML + JS.īelow are some optimization techniques that I've used in Pocket City, a hybrid Cordova app, to deliver the smoothest experience possible. Reduced tracking on certain enemy and boss attacks.20 April 2018 / Game Development Optimizations for HTML + JS Mobile Game Development.Fixed bugs relating to missing collectables and lost owl statues.Animation, audio mixing and music bug fixes.Fixed small Rot animation related bugs.Added Meditation Spot tracking per region on the world map.
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