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Swarm and battery drain...

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eobet
User offline. Last seen 1 year 39 weeks ago. Offline
Joined: 09/19/2009

For me it seems that playing a few levels of Swarm can drain more than half of my iPhone's battery life.

I've never seen a game do this, even a full 3D one.

Does anyone else experience the same thing as me?

I wonder if it because of the game performance can so quickly deteriorate during lots of explosions...

GO GO Gadget PWN
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User offline. Last seen 2 years 6 weeks ago. Offline
Joined: 09/03/2009
I don't see it going down any

I don't see it going down any faster than normal full backlight w/ 3g use.  It may be draining faster than you're used to with games because it's using the network to contact OF?

 

genericwhiteguy
User offline. Last seen 2 years 19 weeks ago. Offline
Joined: 09/19/2009
Yes, my 3GS battery was

Yes, my 3GS battery was drained to about half after playing four levels.  I didn't see this much drain in the first GeoDefense game.  Is this thing constantly sending information back to CTG servers?

Boris
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Joined: 09/15/2009
battery drain reduced

 try setting the iphone to airplane mode.

http://support.apple.com/kb/HT1644

That way you find out that you get much more playing time - but no phonecalls thought...

nsxdavid
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User offline. Last seen 8 weeks 4 days ago. Offline
Joined: 08/05/2009
Battery Drain

It might use more battery... not sure.  The graphics are largely the same from a load point of view... more particles, but that's still one draw call the way I do it.

The one thing that might be a big drain on CPU (and maybe power as a result?) is that it has to do constant pathfinding.  And not just once per creep because the board changes constantly was you drop towers.  And even as you drag a tower it has to repathfind for everything to see if dropping a tower on the hex you have your finger over will be legal.

I don't know if this affects battery or not.  But maybe.  I can't really find a way to determine this.

iPhil
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Joined: 09/15/2009
Not Davids Fault... Blame Apple

 It's not GD:S It's 3.1 software... just take a look

 

http://discussions.apple.com/thread.jspa?threadID=2152451&start=0&tstart=0

 

46 pages as of 11:43pm

edalquist
User offline. Last seen 2 years 13 weeks ago. Offline
Joined: 09/29/2009
Perhaps you could just

Perhaps you could just re-calculate the path (or paths for multiple entrance/exit levels) once after each tower placement or deletion and then just mark any hex that would completely block an entrace/exit as un-buildable. The repathing would only need to be done a few dozen times per level then.

 

PS: Great Game :D

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