Thnx all

For rendering I am using OpenGL ES through SDL2 library. My game is pure
c++ no Qt or whatever.

I have created a common framework (graphics & logic) for gambling games.
Since SDL2 library currently has a bug and doesn't support landscape under
Jolla have decided to create a roulette, in portrait.

For the roulette game which is simple (only 37 numbers) I could simplify my
RNG, but have to think what to do with slot games (eg 5 reels with 12
symbols per reel out of 13 different symbols, which is common) and bingo
selecting 5-8 numbers out of 40 and at the same time maintaining game's
"payback" percentage. Have to think about refactoring the code.

Thnx!

On Monday, 7 November 2016, Slava Monich <slava.mon...@jolla.com> wrote:

> Regarding power consumption.
>
> I doubt that you need to run you RNG or whatever when the screen is locked
> and the display is switched off. That's one direction in which you can
> optimize your code, i.e. pause the game when the screen is locked and the
> display is off and resume it when the display is turned on.
>
> Another thing is that JollaC has significantly more pixels than Jolla1
> (and tablet has even more). If you are doing some sort of pixel graphics,
> that may have quite an impact on performance. In that case you may consider
> switching to scene graph based rendering (http://doc.qt.io/qt-5/
> qtquick-visualcanvas-scenegraph.html) which can use whatever hardware
> acceleration is available on the device (if you do it right).
>
> Cheers,
> -Slava
>
>
> I can disregard it as long as they don't reject my game. But it's one of
> the reasons they rejected my game.
>
> It seams the new libpng regards this as error and not warning because
> according to what they say, under JollaC device nothing is rendered on the
> screen. So I presume the installed libpng on their JollaC device stops
> loading my pngs
>
> I don't have access to a JollaC device so is there an emulator image
> 2.0.1.14 for for the JollaC device I can use to test my game?
>
> The other reason for rejecting my game is too much power consumption on
> their device. On my device I don't see that much. But I am not sure if I am
> going to do something about it because I need my game to run even when in
> the background. I have created a gambling game and I need my RNG
> (Random Number Generator) to run even on the background, because when I
> tested with pausing the game when going to background it got a
> bit predictably.
>
>
>

-- 
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