什么是“陷阱”当开发iPhone游戏? [英] What are the "gotchas" when developing an iPhone Game?

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问题描述

我用于开发业务和参考应用程序。现在我要做一个iPhone游戏。您可以通过以下方式分享哪些提示:

Am used to developing business and reference apps. Now I have to do an iPhone game. What tips can you share to help me with:


  1. 了解项目范围



  2. / li>
  1. understanding the scope of the project
  2. defining the deliverables
  3. specifying the game play and other parameters
  4. estimating the development effort
  5. testing the game

一个大问题,我知道。非常感谢!

A big question, I know. Thanks!

推荐答案

业务应用和游戏之间的主要区别是移动设备上的性能。一个应用程序,提出一个表单,并等待用户输入可能在这段时间没有做任何事情。一个游戏循环,另一方面是所有的时间,可能做的很多。商业程序员不习惯用这些术语思考,但是游戏消耗电池电量,不管你相信与否,你如何实现游戏将对电池的使用速度产生很大的影响。

The main difference between business apps and games, especially on mobile devices, is the importance of performance. An app that puts up a form and waits for user input probably isn't doing anything in the meantime. A game loop, on the other hand is going all the time and probably doing alot. Business programmers are not used to thinking in these terms, but games draw down battery power and, believe it or not, how you implement your game will have a great effect on how quickly that battery is drawn down.

所以,一个问题是,这个游戏是什么,你必须发展?如果是数独,没有后顾之忧。如果是实时3D空间战斗,那就是另一个故事。

So, one question is, what is this game that you "have to" develop? If it is sudoku, no worries. If it's a real-time 3D space battle, that's another story.

如果你的业务应用程序在iPhone上,那么你可能使用了100%的Objective-C。 (如果你在桌面上使用C#或Java应用程序,那么欢迎管理自己的内存。)有些人会告诉你Objective-C的运行时类型管理对于复杂的游戏太慢了。人们肯定会做好的游戏使用它与Cocos2D和其他引擎,但再次取决于游戏。有专业的开发人员只能使用C ++甚至直接C。

If your business apps were on the iPhone, then you probably used 100% Objective-C. (If you were doing C# or Java apps on desktops, then welcome to managing your own memory.) There are those who will tell you that the runtime type management of Objective-C is too slow for complex games. People certainly make OK games using it with Cocos2D and other engines, but again it depends on the game. There are professional developers who will only work with C++ or even straight C.

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