Game Development Reference
In-Depth Information
Figure 4-2. Screenshot of Marble Run
You see, Marble Run is very similar to what we plan to do in this chapter—and that's not by accident. We
get a lot of questions about the way we do this and that in Marble Run. So, our little application makes a
great example of how you can store certain user data (such as the tracks you create in this application) on
the server side and how you parse the data to re-create the track.
We will also demonstrate certain practices on how to draw on the grid and when you should draw your
game content. We would like to add at this point that we will not go into too much depth when it comes to
performance optimization. We will, however, add a few notes here and there to explain possible
optimization and go over a few thoughts on how to speed up an application that has a lot of interactive
content on the canvas.
 
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