Hey
I'm rendering 3200 sprites (alle aded to 3-4 CCSpriteSheets)in my game - the whole map.
But of course there are only few sprites on the screen (about 100)
The most optimistic result on my iPhone 3G is 30 FPS but it often goes to 25.
I thought that it's quite strange that my 2D platform game has more FPS than other 3D games on iPhone....So I must do sth wrong.
I guess I shouldn't render sprites which are not visible on the screen....
So that is what I did:
for(int i=0; i<number_of_sprites; i++)
if(
obiekty[i].obiekt.y[0] >= yyy ||
obiekty[i].obiekt.y[0] <= yyy-200 ||
obiekty[i].obiekt.x[1] >= xxxx+400 ||
obiekty[i].obiekt.x[1] <= xxxx-400)
{
if(obiekty[i].texture.visible == YES)
obiekty[i].texture.visible = NO;
}
else
{
if(obiekty[i].texture.visible == NO)
obiekty[i].texture.visible = YES;
}
But this operation made my game slower rather than boost it.
Now the highest value is 20-25 FPS
Why it's so slooow.....?
//By the way - Could you tell me what's your efficiency while rendering about 3k sprites? I don't really know how many FPS is a good result on the mobile phone


