Hi All!
We are in the finishing stage of the game (promo-codes will appear here of course) and all about optimization now.
I will share my thoughts on loading/unloading, and using multiplex layers, things we've changed in the engine and more.
But the question now is (and I think many are interested) - consistent performance.
So we have a layer structure, and one of them launches a schedule at interval 1/30 that updates itself and all the other layers (positions of obstacles, hero, backgrounds, etc).
We haven't used ccTime delta time, so when performance went down it was much easier to pass the level (form of cheating). On the other side when played in simulator it went so fast you could barely track it.
So our game is action-packed and very fast. We were wondering: what are the right choices? Use fast director, run scheduler without interval and use dTime? Or somehow restrict FPS to 30 or so? How often to calculate how often it draws?
What do you reckon is a good practice? On using fast director, scheduler intervals and other.
Also we've noticed that occasionally the performance would slow-down considerably for a quick moment (maybe something in background) - any workaround on that?
Thanks in advance! Let all your games be as fast as possible