Ok, if you have a steady framerate that is possible,the point is that i want the framerate to be as high as possible. Or is that a stupid approach? What framerate is "good enough". Too high framerates will result in bad audio performance.
I read some stuff about gameprogramming and also understand that "frame-skipping" is also a technique too keep performance good enough. I am just new to the game / physiscs game programming kind of stuff. 2008/10/17 abiyasa <[EMAIL PROTECTED]> > > > > 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 agameyou 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 yourgamethen wouldn't work well with it. > > > > There is no problem in using the frame rate for the movement speed. It > is still common in modern game programming where you define speed or > other physics based on frame rate (not real-time). > > Just make sure that your game loop maintains a stabile frames-per- > second and having a maximum fps by using sleep on game thread. Even if > the new hardware is 5x faster, as long as you have maximum FPS, your > game will work fine. > > > -- -- Tjerk Wolterink @ GMail --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---