As I had mentioned in an earlier post, my engine's runtime is not decoupled from the speed of the graphics capabilities of the system. Therefore, the faster it renders, the faster the game plays. Which means the first time I tested changing the ships color, it freaked out pretty good. It's ugly, but I implemented a simple frame lock to force updates at 60 fps. Right now it flickers like crazy. I think there is some smoothing or buffering going on with the iPhone that I'm not getting on the PC, and so far trying to just enable double buffering with a buffer swap at the end of scene rendering has left me stranded. So as it stands I can load levels and control the ship, but in all honesty it looks like crap. Here's to tomorrow.

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