No Time To Play

Tag: optimization

A different kind of optimization

by on May.22, 2012, under Gamedev

I still remember when they announced changing the onboard computer of the Hubble Space Telescope in 1999. The new one had a 486 CPU running at 25MHz and 2M of RAM. Ridiculously more powerful than that of the Space Shuttle… and much weaker than what I had back then: a 66MHz 486 with 16M of RAM. Which was already obsolete, yet could still run Opera 7 and Word 6 (or was it 7?) as well as all the classic games of the early 1990es.

This isn’t a “get off my lawn” rant. It is, however, a plea for moderation.

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Going mobile with Buzz Grid

by on Sep.25, 2011, under Case study, Gamedev

Buzz Grid running on MicroEmulator

Last time I announced taking a break from programming. And I have… for about a weekend. During which time I caused a pretty sweet raytraced scene reminiscent of a 1990-something adventure game. Reading a book about Myst the weekend before must have something to do with it.

Then, of course, my mood to program came back. Or maybe it was the vitamin supplement I’ve been taking. Fact is, less than a week later I can play Buzz Grid on my Nokia E51. And boy, that makes me happy.

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Optimizing HTML5 games

by on Mar.15, 2011, under Gamedev

I didn’t bother optimizing Buzz Grid initially, as even on my elderly machine it appeared to work just fine. But after playing the game some more, I noticed that on a high load it tended to stutter and respond slowly to keys, especially on level 4 (not sure why, since level 3 has an equally complex map, and level 5 has considerably more traps and prizes). So I figured digging into the code a bit couldn’t hurt. Luckily, Arora — my favorite WebKit browser — comes with an equivalent of Firebug built-in, including a profiler. Here’s what it told me:

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