Thnx all<div><br></div><div>For rendering I am using OpenGL ES through SDL2 library. My game is pure c++ no Qt or whatever. </div><div><br></div><div>I have created a common framework (graphics & logic) for gambling games. Since SDL2 library currently has a bug and doesn't support landscape under Jolla have decided to create a roulette, in portrait.</div><div><br></div><div>For the roulette game which is simple (only 37 numbers) I could simplify my RNG, but have to think what to do with slot games (eg 5 reels with 12 symbols per reel out of 13 different symbols, which is common) and bingo selecting 5-8 numbers out of 40 and at the same time maintaining game's "payback" percentage. Have to think about refactoring the code.</div><div><br></div><div>Thnx!</div><div><br>On Monday, 7 November 2016, Slava Monich <<a href="mailto:slava.monich@jolla.com">slava.monich@jolla.com</a>> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div bgcolor="#FFFFFF" text="#000000">
Regarding power consumption.<br>
<br>
I doubt that you need to run you RNG or whatever when the screen is
locked and the display is switched off. That's one direction in
which you can optimize your code, i.e. pause the game when the
screen is locked and the display is off and resume it when the
display is turned on.<br>
<br>
Another thing is that JollaC has significantly more pixels than
Jolla1 (and tablet has even more). If you are doing some sort of
pixel graphics, that may have quite an impact on performance. In
that case you may consider switching to scene graph based rendering
(<a href="http://doc.qt.io/qt-5/qtquick-visualcanvas-scenegraph.html" target="_blank">http://doc.qt.io/qt-5/<wbr>qtquick-visualcanvas-<wbr>scenegraph.html</a>) which
can use whatever hardware acceleration is available on the device
(if you do it right).<br>
<br>
Cheers,<br>
-Slava<br>
<br>
<div><br>
</div>
<blockquote type="cite">
<div dir="ltr">I can <span style="font-size:12.8px">disregard it
as long as they don't reject my game. But it's one of the
reasons they rejected my game.</span>
<div><span style="font-size:12.8px"><br>
</span></div>
<div><span style="font-size:12.8px">It seams the new libpng
regards this as error and not warning because according to
what they say, under JollaC device nothing is rendered on
the screen. So I presume the installed libpng on their
JollaC device stops loading my pngs</span></div>
<div><span style="font-size:12.8px"><br>
</span></div>
<div><span style="font-size:12.8px">I don't have access to a
JollaC device so is there an emulator image 2.0.1.14 for for
the JollaC device I can use to test my game?</span></div>
<div><span style="font-size:12.8px"><br>
</span></div>
<div><span style="font-size:12.8px">The other reason for
rejecting my game is too much power consumption on their
device. On my device I don't see that much. But I am not
sure if I am going to do something about it because I need
my game to run even when in the background. I have created a
gambling game and I need my RNG (Random Number Generator) to
run even on the background, because when I tested with
pausing the game when going to background it got a
bit predictably.</span></div>
<br>
</div>
</blockquote>
<br>
</div>
</blockquote></div><br><br>-- <br>Sent from Gmail Mobile<br>