I don't know if anyone else is seeing this, but I have a game that runs just fine on all of my android devices, runs fine on all desktop targets, but is slow as molasses on iOS. Here's some info:
My app is relatively simple. It preloads a set of 100 "shape" Entities with images created using Image.createGraphic(). (So I have 100 Image objects ranging from ~30x30 to ~300x300 depending on the size of the device). These shapes are kept in a pool that I use to spawn them. Each shape when spawned, is added to the room, and after a few seconds it is removed from the room and becomes available in the pool again.
Since everything is preloaded at the beginning, I wouldn't expect much memory growth. However, using the XCode(
profiling tools, the total number of heap allocations balloons like crazy right at the beginning (1st couple of seconds) until it evens out at around 180MB. At this point the app is running noticeably slow.
Is there something I'm blatantly doing wrong? I've built this app for iOS with previous versions of HaxePunk and it works just fine (the version on the appstore works great still, just wanted to update it with some fixes I finally got around to doing). Is there an XCode option that I'm missing or did something change with the XCode update? Everything works on android just fine?
Testing on an iphone 6+
my libs are at versions:
(I also tried with latest versions of each library with similar results. This is just what I happened to build the android versions with)
Thanks for any help or insight.