
12-21-2009, 03:26 AM
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Banned
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Join Date: Feb 2007
Posts: 1,002
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As far as I can tell, the Graal code is very abstracted (i.e., the other iPhone games running off of the same codebase), so inefficiencies were likely introduced in the multiple levels of abstraction. Stefan seems to have been trying to weed out those inefficiencies though.
There will be a breaking point where it is simply less efficient for being abstracted in the first place, but I'm confident that point isn't anywhere near; I'm sure there are more cases that can be optimized.
If the iPhone client was written directly from scratch, and wasn't made to support anything but exactly what it is currently doing, I'm sure it'd be plenty faster -- but it would also make the development a big hassle. |
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