But the iPhone 12 Mini gets a downscaled resolution of 375 x 812 — same as the iPhone X. The problem with this approach

Author : 3mstaf
Publish Date : 2021-01-05 07:29:21


But the iPhone 12 Mini gets a downscaled resolution of 375 x 812 — same as the iPhone X. The problem with this approach

Of course Swift UI and all the other advancements in coding make it a little bit simpler, but at the design phase, we still want to see how it’s going to look like on a larger device. We also use Sketch Mirror quite a lot to preview it on those devices, so this makes us do a bit more work than we want to.

Also, some up or down-scaling can lead to bad anti-aliasing in very thin lines as it’s all based on pixel approximation, so if you’re using very thin/light fonts, then you may be missing some legibility.

Up until this point we designed for the iPhone X viewport of 375 x 812 and for the larger 414x896. It covered the most individual phones, and the developers adjusted the layout to fit more content (or just be larger) on the few other devices.

When the avatar walks, his whole environment must be displaced on canvas (since he is always painted in center of canvas). Therefore we must repaint the whole canvas every loop. This is an expensive operation.

The creatures list and the missiles list are small. And are used only for efficiency. Every loop, creatures and missiles must be updated. It is more efficient iterate over the 2 small lists than iterate over a 10 thousand object list.

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up like that can only go that far. There is a limit for recursion. It defaults to 100, but could be extended with MAXRECURSION option (MS SQL Server specific). Practically, it could be a bad idea to crank recursion limit up. Graphs might have cycles and limited recursion depth can be a good defense mechanism to stop poorly behaving query.

Above you can see an example design of an app we’re currently building at HYPE4. As you can see it’s not ideal, as especially the top and bottom spacing require adjustments between the phones to look right. On some phones the main button requires scrolling, so we’ll have to adjust the entire card and font-sizes for these devices to still manage and fit it. (That happens in development)

The terrain list is the large list, containing 10 thousand (100x100) squareObjects. Each squareObject tells everything about the square of the terrain that it represents, including the creature and the missiles that may be over it.

The answer is, it depends. In the case of content consumption, the UI can stay relatively the same size, while the content itself can be enlarged and in much higher quality (in pixels).

We could imagine an alternative, cheap repainting system for when the avatar is still. But its a bad idea for 2 reasons. First, it does not help when avatar walks (the game must be performant 100% of the time). Second, this system would be very hard to implement due to the intricated overlapping of the volume elements (creatures, walls, speaks, missiles, trees, etc..), mainly the moving ones, each with its own shape and size.

Why Chrome? Because it is by far the fastest (at the time of writing this article). Therefore, if the code doesn’t work in Chrome, we know it is not going to work anywhere else.

The weight of game logic, even with the AI of creatures working, is negligible. Running the game without painting takes 0.1 ms or less. Therefore, we will no longer discuss the logic of the game in this article.

If we want a STRONG margin of safety (we don’t know all the circumstances in which our game will run), we may consider 3 ms as the maximum time available for the execution of each loop in the game.

The image at the beginning of the article is a good example of the type of game I used as inspiration for the tests. A 2.5D adventure like game, third person view, which the player’s avatar is always positioned at the center of the canvas. The game environment is a labyrinth of 100x100 squares with lakes, creatures, and many trees and many walls.

The current version of the Chrome FPS Meter features a very important advance. It tells how many frames are dropped (not printed on screen). And shows the percentage of the recent printed frames over all recent produced frames. The maximum value it shows is 99% even when all the frames are printed.



Category : general

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