I'll try and wrap my Phys2D & JBox2D examples into a .apk sometime. I'm very busy at the moment though so it may be later in the week by the time I get to do it. I'll provide a link in this thread if I get to do it.
Other than that, i'll have to wait until the HTC Magic is released soon ;) On Mar 31, 2:49 pm, "admin.androidsl...@googlemail.com" <admin.androidsl...@googlemail.com> wrote: > Not tried but if you can provide us with some example source code or > put something on the market, I'm sure we could take a look. > > G1 performance is significantly faster than emulator, but there are > limitations. > > Particularly with garbage collection and memory allocation on code > that gets run continuously in loops, so I don't know how optimised > these physics engines are for this purpose. > > Would be interesting to find out though. > > On Mar 31, 12:52 pm, mscwd01 <mscw...@gmail.com> wrote: > > > Oh I forgot to re-ask... > > > "Has anyone tested Phys2D or JBox2D on an actual device to see if they > > run better than on the emulator? > > > I have a feeling the performance will better on a G1 than the emulator > > for some reason! > > > On Mar 31, 12:51 pm, mscwd01 <mscw...@gmail.com> wrote: > > > > I did take a look at Simpull, however the demo application failed to > > > run as it relied on some library which wasn't supplied or referenced > > > to - I just got annoyed after spending two days failing to get Phys2D > > > and JBox2D to work in Android and didn't bother trying to work out the > > > problems! > > > > I might give it another look though... > > > > On Mar 30, 10:41 pm, Streets Of Boston <flyingdutc...@gmail.com> > > > wrote: > > > > > I wonder how well this one works on Android: > > > > > http://code.google.com/p/simpull/ > > > > > -- Anton Spaans > > > > > On Mar 30, 4:58 pm, Anton <socialhac...@gmail.com> wrote: > > > > > > I have a simple 2D physics engine written and running. It uses > > > > > the now famous Jacobson physics tricks (Verlet integration and hard > > > > > constraints). I can manage 40 balls on the screen, with fill n^2 > > > > > interaction between balls. I am working on spatial data structure > > > > > optimizations now to improve the computational complexity of the > > > > > collision detection code. I run the constraint update loop five times > > > > > per frame and get 30 frames per second. Once the engine is up and > > > > > running there are no memory allocations done in my program. And once > > > > > the system settles down from the app launch there are very few GC > > > > > events from other programs. Though they do still happen. Viewing > > > > > LogCat I see a GC every 10 or 20 seconds because of some background > > > > > application. But between those events I get a consistent frame rate. > > > > > I am using OpenGL for my rendering. > > > > > > -Anton > > > > > > On Mar 30, 1:14 pm, mscwd01 <mscw...@gmail.com> wrote: > > > > > > > Does anyone know of, or have implemented, a physics engine which > > > > > > runs > > > > > > smoothly in Android? > > > > > > > I have spent the last couple of days trying Phys2D and JBox2D, > > > > > > however > > > > > > both perform very poorly - I am struggling to get even a few objects > > > > > > to simulate smoothly as frequent garbage collection spoils it. > > > > > > > One question I do have is will these run smoother on an actual G1 > > > > > > device or is the performance of the emulator accurate? > > > > > > > Thanks- Hide quoted text - > > > > > > - Show quoted text - --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---