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Showing posts from May, 2010

Progress

Well, progress is going a little slower than anticipated, mainly due to the fact that I finally got into the Starcraft 2 beta, so my spare time is being split between Anguna and Starcraft.  But that aside, things are going fairly well.

The framerate issue from before is trivial to fix, so that's been addressed.

Performance was more interesting.  If I render the entire background every frame like I planned on doing, things USUALLY worked fine, but would occasionally get sluggish if the device was doing stuff in the background (checking mail, getting push notifications, doing whatever else that crazy thing does).  So I decided as a workaround to prerender each background to an offscreen surface, then just blit that to the main display every frame.  Which worked fine, except that there was some sort of odd behavior in the graphics system where it wouldn't actually destroy/release memory from offscreen surfaces when I was done with them (or at least do so in a timely fashion), so…

Running on Hardware

I just got into the developer program, so I can finally run things on hardware!

Unfortunately, I had the same experience as last time I did the switch from purely testing on simulators/emulators to testing on hardware.  Things were working great in the simulator, I loaded it on hardware, and it just crashed and died.  It took it about 5 seconds sitting at the loading screen, then crashed back to the menu (or whatever it's called on the iphone/touch).

A couple hours of debugging turned up the same issue as last time -- I was initializing some things incorrectly, which led to some bad pointers, which somehow, out of pure luck (would that be good luck or bad luck?  I'm not sure) worked just fine in a simulator, but caused seg faults/null pointers on the real thing.

Luckily, it wasn't as hard to track down as it COULD have been, so as of today, it's running on hardware!

A couple thoughts/surprises:
1.  My framerate is too high.  The framework I'm using locked things to…