And i was wrong It's between mobile and pc: When PC players host a game, they have the option of allowing mobile players in. When a mobile player then joins, the number of enemies is scaled down for the next wave. (Mobile players only join PC-hosted games during cross-platform play, not the other way around.) -Jer Amaziiiiing!
A drawcall is one of the most limiting factor for iOs platforms and hardware. A drawcall sends the geometry and texture of an "object" to the GPU. So if you have 30 different objects, you may have 30 drawcalls (there are many ways to avoid this, and this is a too simplistic explanation of a drawcall). In iPhone 3G if you have 30 drawcalls you are killing performance, no matter if you have 300 or 7000 triangles on the screen, or using 1MB or 50MB of texture. You can get great performance from a iOs device if you use only 20 drawcalls to draw complex scenes with lots of textures. In any platform the less drawcalls the better, but an U3 PC game have at least x20 drawcalls iOs device can handle.
But... Does the A4 within iPad, iPhone 4 and iPod touch 4, allow for anything better draw call wise. Or does the improved processor not effect this?
I would imagine that GPU speed and memory bandwidth would be the bottlenecks here. The 3GS, IPhone 4, IPod Touch 4th gen and IPad all use the same Power VR SGX 535 GPU and although there is a slight bump in core speed from the 3GS to the A4 sporting devices there is also a larger fillrate to meet given the larger resolution screens that the A4 devices have. Although, this is just an educated guess.
I'm sure that'll speed up the approval process. As soon as the head of customer services calls the head of the approval team, they'll dismiss all the usual approval protocol and focus solely on the game that has received a few requests.
Is the version running in the iPad in that video an HD version, or the iPhone version at 2x? Or better yet, is it a universal app?
it was specially optimized for ios. it's not exactly the same as the one used to create console games.
C'mon Apple, I've been trolling this thread for about a month for this game and I finally joined just to complain... hello
No word, but the app was submitted a few days before Thanksgiving, and the devs were expecting it to take a couple of weeks to approve . . . so either late next week or later.