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Overview tham my vien In this article I will discuss the technique developed and implemented in our new game Armageddon Wars that has extended the potential life of the iPhone�s battery through gameplay. To do this, I will demonstrate the following:

   Lowering the frame level of a activity increases the battery life by a significant amount.
   Games do not need a high frame rate when displaying a static screen, or a simple 2D computer animation.
   Our game actively throttles down the frame rate according to what animations are playing at any given time. This reduces the battery consumption by a modest, but not insignificant amount. unlock iphone cai game android
   The majority of commercial games do not make any attempt to lower the frame rate when displaying static displays, wasting battery daily life. pin blackberry

The remaining section explains the way in which the technique was applied. linh kien dien thoai


Background A lot of game designers bring the PC mind-set along with them when they commence developing for mobile devices. For PC games the targeted is to gain the legendary 60 frames per second rate. This is fine when the equipment is connected to an electrical outlet, but power consumption becomes an essential factor when your device is running from a battery. giai ma iphone

Rather than contemplating of speed alone, you need to think of entertainment value. Imagine two people on a 3 hour trip who are playing games on their iPhones to pass the time. One has a 60 FPS game, but the battery pack runs out mid journey. The additional is playing a game that is assigned at 30 FPS and the battery lasts the whole journey. Which of these two people gets the most entertainment value?

You don't truly even need 30 FPS a lot of the time. At certain points during the game it might be showing only a static menu, or a simple animation � for instance a blinking light along with you do not need 30 FPS for that.

To play an animation without problems you need a frame rate that's twice the frame frequency of the animation. For instance, a simple 2D flag animation that has 3 frames and repeats every second only needs 6 FPS to play effortlessly. Anything above that is overkill.

Apple themselves take into account battery consumption to be an particularly important matter. Their own developer guidelines advise the following:

Do not draw to the screen faster than needed. Drawing is an expensive operation when it comes to power. Do not rely on the hardware to throttle your frame rates. Draw only as many frames as your program actually needs.

But, we decided to take this idea one step further.