some clues on performance

zloidooraque posted this 26 May 2015

hi, i'm considering your tool and have question.

would you please give me some clues on performance (on mobile, yes)

let's consider scenario: 1. physics/collision detection disabled 2. on some event, collision detection is enabled for two groups of voxels each consisting of ~100-200 voxels (this may be just substituted with collision boxes for object tho, but estimated voxels that took collision must be determined anyway) 3. after collisiion detected, colision detection turns off, forces are applied to second group and voxels (from one or 2 groups) fly in different directions, colliding only with a few of simple planes.

what do you think, will it be slow on mobile? and if you think it's ok with given numbers, how do you estimate a ceiling for numbers and what operations will demand the most of cpu? i just don't know how to compare i7 and mobile in all this ((%

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GarethIW posted this 31 May 2015

I replied to this via email, but for anyone else that is wondering the same thing:

I don't do mobile development aside from testing the PicaVoxel demos, so I can't offer any solid numbers I'm afraid. I know of a few people that are using PV for small-scale mobile games and are getting along fine with it. I don't think you'll be able to do large scenes with lots of explosions though.

For reference, the PicaInvaders and PicaShmup demos (web player demos are on the website) both run at a decent speed on my iPad 2 mini. The shmup demo is quite intensive because it uses procedural generation as well as voxel particles.

Not very helpful I know. If you buy it and can't get the performance you need out of it then I will request a refund for you, but it has to be within two weeks from purchase date.

Last edited 31 May 2015

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