Original Post
I need some hardcore optimisation tips for J2ME. Anything at all please, apart from inlining and not using objects. I mean good tips now, unobvious ones. I will greatly appreciate any help.
Quote:
Original post by Frank Henry
Some mobiles are horribly slow.
Quote:
Original post by Frank Henry
replace for with while loops.
Quote:
Original post by Frank Henry
reference fields in local functions.
i.e.
instead of this.m_bigassarray
do int[] bigassarray = this.m_bigassarray
Quote:
Original post by Frank Henry
Also every array dimension you need to access costs ya.
Quote:
Original post by pkelly83 Quote:
Original post by Frank Henry
Also every array dimension you need to access costs ya.
Arghh!!! How much cost? I really don't want to slpit it into 1D arrays, but if I have to I will. Will splitting it into 1D arrays help as I still have to reference 2 int arrays every loop?
Quote:
Original post by markr
I've found that the graphics library is so incredibly slow, that even if my code were horribly inefficient, it would still make little difference.
Quote:
Original post by pinacolada
The first is "dirty-recting".
Quote:
Original post by pinacolada
This might not be a problem for your game.
Quote:
Original post by Woody FX
Is it faster drawing to the (buffer)image say 10 times and then only drawing 1 large image to the phones screen?
Quote:
About dirty-recting is that just setting clip regions so the when the buffer image is drawn to the screen only the smallest amount of pixels on the screen need updating are updated?
Quote:
So from that i take it thats its the actual drawing the the screen thats slow and not all the 'draw' methods themselves that are slow.
This topic has been locked by a moderator. New replies are not allowed.
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more