Let's say I am using SceneManager, and I have hundreds of scenes. In this case we have hundreds of Lua files executed and the memory usage is above 2000. Does this affect the performance of the app, especially on low-end android devices? So far I've tried with 30-40 scenes and the memory usage is above 1300. But performance is still good.
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Author of Learn Lua for iOS Game Development from Apress ( http://www.apress.com/9781430246626 )
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Btw I'm using the unrequire function from a code snippet I found:
http://snippets.luacode.org/snippets/unrequire_121
I'd guess you've got a LOT of replicated code that you could probably condense into smaller re-useable sub modules that might drastically reduce the size of the code and the number of scenes, alternatively you might want to look at a more "data driven" approach where you have a small number of reusable scenes that are controlled from a set of data files.
Just my $0.02
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