Jacque

thanks for the detailed query, or rather the detailed outline of the Shadows of 
the Unknown World of Rendering.

appropo the puzzle app/module we have in our new app, which is pretty much 
failing on Android completely.

@ the rest of you: 
we get a quote from a dbase, 
take snapshots of word in the correct position, 
assign the position of the tile to a custom property of the tile 
Tiles are draggable
and when the tile approaches it's "home" location we turn on an outer glow and 
it snaps into position, on completion, award message and link to read the page 
form the book the quote was taken from

background picture changes on every new puzzle.

I been working on this little game for nearly three years off and on. Jacque 
stepped in and opimized my code and took it to the next level

Works great on iOS, users love it (very addicting), but performance is so bad 
on Android that it's virtually blocked.

@jacque: ". And from my 
    incorrect bug report, I gather you shouldn't change layermode on the fly."

so we can't set the layermode of newly created objects a dynamic GUI context 
where the UX is letting users create object to drag around?

Seems this would be a common algorithm for lot's of different games and "fun 
stuff" (I also have it working for images)

OK, I'm off to test now with setting the layer mode of the tiles, but it takes 
*forever* for the puzzle to generated on my old Nexus5.

BR
 

On 4/30/17, 11:52 AM, "use-livecode on behalf of J. Landman Gay via 
use-livecode" <use-livecode-boun...@lists.runrev.com on behalf of 
use-livecode@lists.runrev.com> wrote:

    I'm guessing it would impede performance if it is creating buffers for 
    objects that aren't really going to move. You'd have the overhead of the 
    buffer creation and some decrease in available memory. And from my 
    incorrect bug report, I gather you shouldn't change layermode on the fly.
    
    What I would like to know is:

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