I don't currently have the capacity to test or compile for the iPhone, but I would like the game I am writing (480x320) to be for the iPhone. I read that they struggle with multiple calls to the gfx engine. Therefore as my game is repetitive scrolling, would I be betterdoing this in 2 or 3 big sprites rather than little tiles?
Thanks
Leginus
I think (but I may be wrong here), but smaller tiles are better - as long as you dont scale them.
I'm not sure what is specifically meant by struggle calls to the "gfx engine" as Repetitive scrolling is smooth on the iPhone (more info needed).
When creating the scrollable tile map, allow the sizes to be modifiable for testing. The smaller the tile, the faster the texture render (poly & vertex) but not too small for looping. It also depends on how the graphics are prepared, drawn and rotated.
One example I currently use is to try an optimize a parallax background animation, such a city skyline. :P
Ok thx for replies guys. I thought I had read here somewhere that it was ok with 200ish sprites but then it struggled. I probably misread it.
I will go with the modifiable option and chat lovingly to the wife and convince her a mac is far more pleasing to the eye than a new kitchen :)