| iSquish |
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| Tuesday, 23 November 2010 08:26 | |
![]() iSquish wass both my first iPhone app and my first project built with Unity. I wanted to do something very simple to get my toes wet in the whole AppStore process. I did the programming, game design, sound effects, and user interface art. My friend Takashi modeled and animated all of the bugs.
All in all, I think going with Unity was worth it for the ease of iteration, portablitly, and the prebuilt editor, but it also came with a set of issues mostly focused on performance. Scripting in Unity is done with C# and C# is not built with the needs of a game in mind. The biggest problem comes from the language itself being built around the concept of allocate and forget with the assumption that performing garbage collection as needed won't be noticed by the user. This is fine in your average application, but in a game setting where you are always pushing the frame rate, the garbage collector is bound to cause a frame rate drop. This results in having to be annoyingly careful with what you do in C# to prevent hidden allocations from taking place. When you start realizing the need to avoid 'foreach' loops in favor of 'for' loops to prevent enumerators from being allocated behind your back, you quickly start to miss the simplicity of C/C++.
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| Last Updated ( Friday, 03 June 2011 10:19 ) |




