Trying to save draw-calls for framerate (iphone app)
We just released our first iphone game using the Unity game engine. One of the biggest issues we had was the over use of draw-calls which dinged our framerate. The game is a racer with physics, AI, and vehicle damage states that throw rigid-bodies, vehicle panels, from the trucks as they take damage. We optimized the draw-calls by using one texture map for everything in the scene. By doing this we now have around 20 draw-calls and have good framerate.
However, in our next game we are thinking of rigging the entire vehicle mesh to a skeleton. This in should reduce the calls from 5 to 1 per vehicle. Has anyone tried this?
We have a free version of our first game available if you want to check out the tech we have in place. Also, if you go to our website there is a link to the new game which is currently in development.
Lite Version:
http://itunes.apple.com/WebObjects/MZSto...=320466684
Full Version:
http://itunes.apple.com/WebObjects/MZSto...=317964061
However, in our next game we are thinking of rigging the entire vehicle mesh to a skeleton. This in should reduce the calls from 5 to 1 per vehicle. Has anyone tried this?
We have a free version of our first game available if you want to check out the tech we have in place. Also, if you go to our website there is a link to the new game which is currently in development.
Lite Version:
http://itunes.apple.com/WebObjects/MZSto...=320466684
Full Version:
http://itunes.apple.com/WebObjects/MZSto...=317964061
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