Most games are fundamentally designed to run at one orientation, so locking isn't an issue. :)
If you can actually allow the user to run at different orientations, you can certainly rely on the screen lock setting to take care of that. I can see it also being useful to allow them to select an orientation in your specific app as well -- possibly representing three rotations, regular and +90 and -90 (180 is probably not that interesting), as well as a default setting to use the orientation the system picks. It would certainly be nice if everything on the Xoom ran at 60fps. As it stands, when a rotation is applied some parts of the UI can't achieve that. I'm not sure what more I can say to that point. It's not like with a rotation nothing can run at 60fps; it depends on how complicated the app's rendering is. For example Launcher's UI is crazy complicated -- between the parallax wallpaper, and various layers in its UI, there were a lot of tricks pulled out of the hat to get that to run generally at 60fps. It turns out that when the screen is rotated on the Tegra 2 some of those tricks can't be used. On Thu, Jun 16, 2011 at 7:13 PM, Robert Massaioli <robertmassai...@gmail.com > wrote: > You are right in that I would have locked them into the slow case, but I > guess I just find it odd that there is a slow case at all when it comes to > orientation. So yes, I will re-consider not locking the orientation based on > your advice. However, what would you suggest if you game should have its > orientation locked? Let the user lock it themselves in the settings menu? Or > maybe making an ingame setting that lets them lock the orientation in-game > at runtime? > > As for fragmentation, I did not think that I was complaining about > fragmentation but I see the point you were making there too. > > Also, I was not trying to say that you lied at all, nothing could be > further from the truth, I was just letting you know what it looked like from > an outside perspective. > > Finally, I am not saying that 30fps is bad, for pretty much every game it > is a good framerate. However, it is noticeable for a user when they jump > from 60fps to 30fps and that was what I was trying to avoid. (And I'm not > even going to get started talking about the iPad's flaws; needless to say > (but I'll say it anyway) I am developing for Android because I am a fan of > Android) > > Said with good intent towards productive discussion, > Robert > > -- > 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 > android-developers+unsubscr...@googlegroups.com > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- Dianne Hackborn Android framework engineer hack...@android.com Note: please don't send private questions to me, as I don't have time to provide private support, and so won't reply to such e-mails. All such questions should be posted on public forums, where I and others can see and answer them. -- 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 android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en