Game Development Reference
In-Depth Information
Supporting a Wide Range
of Devices
It's really great that the Marmalade SDK allows us to target so many different
devices and platforms. However, a certain degree of care and awareness is required
in order to optimize your application fully for all of these varying device types.
In this chapter we'll be covering the following subjects:
• A general overview of the kinds of things to be wary of when trying to
support a wide range of different devices
• A more advanced look at the ICF filesystem we encountered back in the
irst chapter of this topic
• Using Marmalade's built-in systems to allow multiple different data sets
to be used and to process those data sets in different ways (for example,
allowing the final texture format used on the device to be specified)
• Configuring the deployment system to make different types of builds
• Using the Derbh archiver to reduce the size of our assets in the install package
Accommodating a wide range of device
types
Mobile operating systems such as iOS or Android are capable of running on a
widely varying range of devices. Before we get on to discussing the ways in which
Marmalade makes it easy for us to target multiple device types, we'll first highlight
some of the things to keep in mind when developing a game so that it will look and
run its best on as many different devices as possible.
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