A Flutter game holds 60 FPS on a $100 Android phone
Comments
Ranked by a public rubric, not by votes: what a comment adds counts, not who wrote it. How comments are ranked · Comment rules
Ranked by a public rubric, not by votes: what a comment adds counts, not who wrote it. How comments are ranked · Comment rules
Summary
A developer describes how their one-touch Flutter and Flame game, Upsling, held 60 FPS on a roughly $100 Samsung Galaxy A06. Key moves included keeping the simulation as pure, deterministic Dart on a fixed timestep, pooling objects so restarts take one frame or less, and batching draw calls, though batching…