Those of you who follow me know that I'm working on a game that will have ~200 nodes on the screen updating every frame. Because of that requirement, I'm constantly looking at how I can incrementally improve performance. Slowly but surely, I'm making this game a well oiled machine. Today, I stumbled on a significant slow down, and the resulting fix that shaved off 16% CPU usage: caching
I've been working through a particularly nasty issue, so it feels right to document it for anyone else who encounters it. Also, just to serve as a note and reminder that game development is full of unexpected, time consuming tasks on a near weekly basis. This most recent problem -- releasing a build to an iOS device fails to compile, but it works on the simulator. Specifically, this occurs when I try to change the Swift compiler optimization level. Read More
Now that I'm receiving real art for my game, I thought it would be a good time to learn about memory usage and limits. This was also prompted by my current level running at 55-60MB before any gameplay action or characters loaded on screen. That memory usage seemed a bit high, so I decided this was an issue that I needed to delve into. In hindsight, most of this is basic to an experienced game developer, but I found the process to be quite fun. You can just read my lessons learned below if you don't want to follow my detective work. Read More
The introduction of Swift comes at a perfect time for me. I’ve been working on a SpriteKit game in Objective-C for 10 weeks now, and some of the code is definitely in need of refactoring. Refactoring is known to be tedious, so being able to learn a new language during the process is a plus. I’ve been taking notes of any challenge I’ve come across during the conversion. Read More
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Armed with little to no game development experience, the Brothers Campbell are attempting to make video games for a living. We believe the best way for us to learn is to do what comes naturally to brothers — Compete! The challenge is to see who can make the most successful video game on a budget of $25,000 and in one year’s time. The duel begins on April 7th, 2014 and we'll be documenting the journey.
It’s simple. The most profitable game wins. We’ll have 6 months to market the game after the one year development deadline on April 7th, 2015.Learn more about the competition