I agree, having more than 2 threads seems to break from the
traditional paradigm, which is part of the reason it didn't seem like
a good answer.

Since I wouldn't be able to have a ViewGroup in it's own thread, I
suppose the best solution is to create a SurfaceView that handles
drawing all of the dice. This is the way I had started, but liked the
idea of each die being a View in order to handle onTouchEvents.
Instead, the dice would simply be Drawables. Selecting one would mean
getting the coords of the onTouchEvent, and determining if that is on
top of a die.

On Mar 9, 4:14 am, Stoyan Damov <stoyan.da...@gmail.com> wrote:
> Ummmm, I don't want to sound insulting in anyway but being a complete
> newbie in game programming I can *assure* you you're about to do
> something fundamentally wrong.
> Your game only needs 2 threads - the UI (main) thread, and a secondary
> which runs your game loop.
> If you are a newbie as well, you'll need to read a couple of books, or
> at least a dozen of articles on game programming before even thinking
> of creating your own game.
>
> Cheers
>
> On Mon, Mar 9, 2009 at 5:38 AM, kbeal10 <kbea...@gmail.com> wrote:
>
> > I'm currently designing a game that will be displaying several dice. I
> > would like to know the wisest course of action. The dice will extend
> > View (or SurfaceView), so that each will be able to be touched, etc.
> > My question is should I:
>
> > A.) Spawn one child thread to draw all of the dice (up to 6). I would
> > do this by writing a class that extends ViewGroup or one of the
> > Layouts and having it create a new thread. Or...
>
> > B.) should I spawn a new thread for each die? Each die would extend
> > View, or possibly SurfaceView and have its own thread to perform the
> > onDraw() (i.e. the LunarLander example).
>
> > Which solution would yield better performance/responsiveness? Would up
> > to 6 child threads be necessary, or a detriment?
>
> > I'm asking because I understand how I would implement the B.) solution
> > already. It closely follows the LunarLander example and I have already
> > implemented another section of the game in the same fashion. Other the
> > other hand, creating up to 6 child threads seems like it may be a bit
> > much on resources. However, I am unsure how I would implement a
> > ViewGroup that does its work in a child thread.
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