Re: [OT] Core Animation is it up to the challenge
Re: [OT] Core Animation is it up to the challenge
- Subject: Re: [OT] Core Animation is it up to the challenge
- From: "Michael Ash" <email@hidden>
- Date: Fri, 3 Oct 2008 17:04:21 -0400
On Fri, Oct 3, 2008 at 1:32 PM, development2
<email@hidden> wrote:
> This is off topic, just want to get some peoples opinion on this.
>
> I have been asked to port a game from Flash to the Mac (actually the iPhone,
> but that does not matter in this case). I am wondering if Core Animation is
> up to the task, of display and moving 30-50 units on the screen at one time,
> along with missiles and such. So possibly upwards of 70-100 items moving on
> the screen at once. The original developers are very concerned that Core
> Animation is not up to the task, when I mentioned that Core Animation would
> be the way to go. Does anyone have any experience with Core Animation and
> games? And what kind of results do yoy get with lots of items moving within
> Core Animation layers at one time?
Seems to me that the fact that it's on the iPhone matters a great deal
when your question essentially boils down to performance. Since
CoreAnimation relies greatly on the CPU and GPU, it should be pretty
apparent that CoreAnimation will have vastly superior performance on
any Mac built within the last 3 (5? 7?) years than on the iPhone. It's
further apparent that CoreAnimation on the Mac can easily deliver what
you need: the fancy 3D skyscraper iTunes cover art demo does way more
than what you describe and runs fine. But of course this is on a
machine with one or two orders of magnitude more computing and
graphics power.
Seems to me the best answer to your question would be to test it for
yourself. CA is pretty straightforward and you ought to be able to
come up with either a convincing demo that it's up to the task, or an
example which shows that it's not, without a huge amount of work.
Mike
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