Jordan's Log: Week 8
- Josue Cortes
- Mar 27, 2017
- 1 min read
I reworked the strategy game to update on every action rather than every four. It was hard to convey to the user without having UI that every 4 actions was a turn. To have this not destroy the phone’s cpu on the frame this happens I have it running on a Coroutine, which Unity automatically puts on a separate thread, and I have it waiting until the end of frame after certain actions. My concern is that players might move to fast and mess up the update, although it should take 100 frames at most, which is less than 2 seconds, and about 30 on average, which is about half a second. Though, putting in more than one command per two seconds isn’t uncommon I could change it to take down to 1~10 frames, but I’m still concerned about low end devices, but the cpu load shouldn’t be that bad. Apart from that I worked on helping teammates integrate new text, fixed some shader issues, and integrating new models from our artist.
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