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Chapter 7. CREATING INTERACTIVE GAMES FO... > CONSTRAINTS OF THE GAME PLATFORM

CONSTRAINTS OF THE GAME PLATFORM

When building Flash games for the desktop, we are pretty spoiled. There is plenty of everything: processor power, RAM, powerful video accelerators, and big screens. When you look at the box of a regular game for sale, you will usually see minimal and recommended specifications. When developing a game for the web, either you or your client defines minimal requirements, such as target machine. That target machine, however, is often much slower than the one you do the actual developing on. Still it is often considered acceptable even if the game doesn’t run perfectly smooth on the target machine—as long as it is playable, because features required to be in the game are not necessarily compatible with the minimal system. Most users are expected to actually have a faster machine.

This does not translate to the Pocket PC. With the introduction of Pocket PC 2002, all devices equipped with it are currently based on the same processor, the Intel strongARM processor running at 206MHz. In the future, there may be differences in speed between devices and processors, but currently there is one common platform. That makes testing easier for you—if it runs well on your testing device, it will run well on all devices. If it doesn’t, it won’t work well for anyone else either.


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