I and my team are developing a game using corona sdk, our game is supposed to work on both iphone and android devices.
When testing with android sdk 2.2 the performance seems to be poor, although we are following all the memory management steps and avoiding leaks, regarding global variables, timers, transitions, display objects, etc.
Does anyone have an idea about such performance issue? When searched across the net most said that it is a bug within corona itself.
Besides memory leaks, you want to make sure your graphical (and audio) assets are well handled. Keep texture memory low and optimize by using sprite sheets over individual image files. More importantly, keep the image file sizes as small as possible, and remember that once in memory the size of the image file isn't what's important, it's the dimensions (once loaded, the image is stored as a texture, independent of compression.)
Make sure you display.remove()
sprites and images.
That said, after some tweaking of our own Corona game, performance was fine.
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