Monthly Archives: November 2011
ugge has been coming along very nice and it’s very easy to use but I’ve run across a problem. I’ve coded the scene graph nodes to have a number of default objects like a vector for position and a rect for size and objects for all kinds of other things. each node allocated 9 object by default. the problem is that on phones, that’s a lot of objects for the monkey GC to handle. I was finding that I couldn’t use a node for a lot sprites or for sure couldn’t use them for particles. I could only do about 400 nodes until my frame rate dropped while I can process and draw a couple thousand if I stuck to native datatypes.
So, I’ve decided to refactor my base node and ‘unroll’ the component objects right into the base class. this will take some time to do, bummer!