Thanks again, yes, something like that - I realize the question was more for a game development forum, not here, sorry. Basically I'd like the game loop to call updatePhysics, say, exactly 30 times/sec but render only when there's anything to render, sleep to preserve battery otherwise.
Cheers On Wed, Oct 29, 2008 at 4:10 AM, hackbod <[EMAIL PROTECTED]> wrote: > > If you want to throttle your updates to something less than the screen > refresh rate, you can just use SystemClock.uptimeMillis() to find the > time between each draw and Object.sleep() or Object.wait() to suspend > the thread until it is next time to draw. Is that what you are > looking for? > > On Oct 28, 6:01 pm, "Stoyan Damov" <[EMAIL PROTECTED]> wrote: >> Thanks to you and Romain! >> >> So my follow up question is what is the maximum number of vertical >> syncs per second of a G1 phone? >> In other words, if the drawing code is really fast (e.g. if I don't >> invalidate the entire screen but just a tiny rectangle), what am I >> supposed to do in order to make an animation run at no more than N >> frames per second? The reason behind this is this: I don't wanna draw >> a frame that has already been drawn, so I'll keep a list of "active" >> or "dirty" objects (dirtyness determined in updatePhysics or >> whatever), but in this case, I'll just spin the CPU waiting for the >> next game update which will invalidate some objects. Hence the initial >> questioning of the game's loop - what if the game's scene has to be >> drawn in less than the max FPS for the device? >> >> I hope you'll understand what I mean - it's 3am here and I'm not a >> native speaker :) >> >> Cheers >> >> On Wed, Oct 29, 2008 at 2:46 AM, hackbod <[EMAIL PROTECTED]> wrote: >> >> > A little more info (I missed that the app has been changed to use a >> > SurfaceView) -- the call to lock will block if you are running faster >> > than the maximum frame rate. See here: >> >> >http://code.google.com/android/reference/android/view/SurfaceHolder.h...() >> >> > On Oct 28, 2:03 pm, "Stoyan Damov" <[EMAIL PROTECTED]> wrote: >> >> On Tue, Oct 28, 2008 at 7:44 PM, PorkChop <[EMAIL PROTECTED]> wrote: >> >> >> > My emulator gives a result of 543.94 bogomips, better be careful >> >> > coding games otherwise they are going to end up sucking on the actual >> >> > device! >> >> >> > Speaking of which, has anyone noticed Lunar Lander's "game loop". It's a >> >> >> real WTF to me: >> >> >> while (running) >> >> { >> >> updatePhysics(); >> >> draw(); >> >> >> } >> >> >> No shit batman? At what FPS? The max possible on the device? Redrawing a >> >> frame possibly hundreds of times per second w/o the physics even being >> >> updated at all? >> >> I expected to see some sort of a game loop with constant game update rate >> >> and some target FPS (not precise of course) and some sleeping eventually >> >> so >> >> CPU's not utilized at 100% because this is a MOBILE DEVICE for crying out >> >> loud, and this sucks battery, and the sample is supposed to be a >> >> "reference" >> >> implementation with best CODING practices, etc. (i.e. fuck graphics, >> >> gameplay, etc.), *right*? >> >> >> Cheers > > > --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---