Finally found my USB(ACR Mobile)
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2014-11-28, 09:25 AM
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Finally found my USB(ACR Mobile)
that title sounds very...mis-leading but Just a tiny update from me
![]() After studying ACR for a nonstop amount of time i've concluded that a mobile version of the game is very, acceptable. Android Kit Kat and Above as well as iOS 6-7 and above. (iPhone 4 and above) Ram consuming about 50-150 mb average. The following is programming such game. Textures of a smaller size, I do beleive that the textures are more likley to be of use at a much smaller (but still seamless) size, But knowing that each map is based off of cubes, we could have a single texture per map which in turn would result in a better performance and even a better chance at destruction. (SURPRISE) Multiplayer is a go, 12-32 person servers with the risk of hacking. 12-16 at lower risk of hacking. Single Player with bots is obviously acceptable (but just like the PC version I doubt a campaign is of any use. Profiles With my experience on iOS, a "plist" file is used to tell the application what to hook to and a couple variables to include. Most if not all iOS applications consist of a .plist file containing the appropriate information to keep track of the iOS version, hardware capabilities, graphics levels, and profile information like names, achievements, etc. To be Frank the iOS version of such a project would be much better than the android version, simply because i do not code for android ( much less know where to start, but I'll wing it if I have to) In theory I should be able to include a .plist file to keep down the "Ram Hogger s" as we apple geeks like to call them. Depending on what device and even your connection could change things from, lighting, sound quality, amount of sound, texture quality, available maps, features in edit mode, and whether or not you can even access multiplayer.... so in conclusion, performance is definitely not an issue. But until i have the balls to deal with objective c and its... foreign complexity ill be studying more about ACR core foundation.... C: I will attempt to make basic ACR functions in objective c for iOS, and once I'm done pissing off all the Android Fan boys i'll get them a bit of it too. Sharing is Caring. Now that I have my flashydrive I can model anywhere <3 Code Anywhere. You get the Point, Progress. Until Then, "Waving Emoji" |
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Messages In This Thread |
Finally found my USB(ACR Mobile) - by Fru5tum - 2014-11-28, 09:25 AM
RE: Finally found my USB(ACR Mobile) - by ruler501 - 2014-11-28, 07:22 PM
RE: Finally found my USB(ACR Mobile) - by Fru5tum - 2014-11-29, 12:09 PM
RE: Finally found my USB(ACR Mobile) - by rXn - 2014-12-03, 07:56 AM
RE: Finally found my USB(ACR Mobile) - by Fru5tum - 2014-12-03, 10:59 AM
RE: Finally found my USB(ACR Mobile) - by ruler501 - 2014-12-04, 08:18 AM
RE: Finally found my USB(ACR Mobile) - by Fru5tum - 2014-12-04, 11:40 AM
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