The emulator in no way tries to emulate the performance characteristics of real hardware.
For this and many other reasons, every developer should run their application on real hardware before considering it to be ready for for release to the public. Re: > I thought about decoupling the movement from the framerate (speed = > pixels/second), but this > requires the use for floats, which make the calculation rather slow. In a game you should never tie the speed of movement to the frame rate, because that will of course vary across different hardware. Even if we were doing a "google phone" and completely controlling the hardware, we'd want to release new hardware in the future that goes faster, and your game then wouldn't work well with it. Also there should be no reason to need floats to deal with this, you can use fixed point integers. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---