Actual progress
I got a decent amount of time to work on the iPhone version of uSightRead this weekend. I’ve made a deal with the family that I can work on it uninterrupted (unless the baby wakes up) after 9:00. So this Friday and Saturday I stayed up till about midnight working. I was rewarded with a fully functional game display with notes smoothly scrolling by.
Everything worked great on the simulator, so I decided to see how it ran on my iPhone. It was then I realized that yes, I am developing for a mobile device and some things need to be optimized. I was initially storing each all of the notes in an array, and having the sprites already in the scene. This worked okay with about 100 notes, but after that it started having intermitent pauses and my target was about 2000 notes queued up. I changed the logic to only add the notes to the scene when it came close to being displayed. This works much better. I’m still looping through all notes and updating their location each frame, and so there some more optimizations that can be done.
Aside from this optimization, I’m ready to move on to the input area.
