Sorry, since i'm not on the programming side of things the best i can do for you is this post from my partner who posted on a different board about something similar:
Quote:
I'm the programming half of Kids vs. Zombies.
Regarding Oolong modifications, we used these main Oolong components:
- Math
- ModelPOD
- Texture (loading from PVR format files)
- Sound Engine (originally from Crash Landing SDK demo)
- Resource (file loading)
We rolled our own timing and 2D UI code, as well as Open GL rendering utilities. Oolong's input code is one of its weak points.
The most important modification was stripping down the ModelPOD animation code to not use caching and to pre-compute all bone parent transforms. iPhone turns out to be quite slow at Matrix multiplication, and so we essentially got rid of the bone parent tree on animation load.
In the end, we were able to get about 8500 polygons onscreen at 18-25 FPS and 1 light source. We also squeeze in three light sources with fewer zombies (polys) onscreen.
Level authoring was done in Excel (one row per wave of enemies) and exported to a data file.
Hope that helps!
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