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 -
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