seems that gc is a problem, just one of them at least, so can we please have
a c++ sdk?

On Tue, Mar 31, 2009 at 9:26 PM, shaun <shashepp...@gmail.com> wrote:

>
> I started going down the path of Object pooling.  It seemed the only
> solution when taking an existing engine and making work on a resource
> constrained system like Android on a phone.  Determining the strategy
> for returning objects to the pool proved quite tough for me.  I have
> no doubt there are some experts on embedded systems programming with
> tons of experience with object pooling.  We just would be too lucky if
> that person(s) was also experienced with Java, physics engines and had
> a passion for open source and games!  Is that too much to ask?  LOL!!
>
> On Mar 31, 12:17 pm, mscwd01 <mscw...@gmail.com> wrote:
> > Thanks for your feedback Shaun, I too unfortunately think a bespoke
> > engine will need to be written for Android, which is a real pity as
> > the iPhone has several physics engines which can easily handle
> > hundreds of objects.
> >
> > Having said that Anton (2nd reply) has said he has an engine running,
> > it would be nice to see a demo of this if that'd be possible?
> >
> > Clark, i'd definately host any .apk's on my own site, I wouldn't put
> > it on the marketplace if it wasn't a "finished" app - do people
> > actually do that?!
> >
> > I think i'll stay away from developing games with physics for the time
> > being and concentrate on something else, I cant see it being feasible
> > to include it any time soon which is a real pity.
> >
> > On Mar 31, 3:28 pm, shaun <shashepp...@gmail.com> wrote:
> >
> > > I am the author of simpull.
> >
> > > Sorry guys for the demo being out of whack for Simpull to the Core.
> > > The version of PulpCore that I integrated simpull with did not support
> > > Chrome, but you should be able to see it in IE, FF Safari.  It is nice
> > > to take a look at that demo to get a feel for what the engine is
> > > capable of, but the performance does not translate over to the fixed
> > > point branch/version of simpull when running on Android.
> >
> > > I ran tests on both the emulator and the actual device and there was a
> > > significant increase in performance because of the fixed point
> > > implementation, but I got very frustrated that it still did not
> > > support the amount of objects in a scene that I considered good for a
> > > physics-based game.  It seemed to handle ~10 objects moving and
> > > colliding OK.  It has been a while since I was playing with it, so I
> > > do not really remember the exact number of objects or the frame rate.
> > > I mostly remember being upset with it.
> >
> > > I am leaving the physics ideas for games out of the picture when
> > > thinking Android for now.  Someone would have to write a ground up
> > > engine with all the performance and memory concerns of Android in
> > > mind, which was not the case with Simpull.....I created it for
> > > applets, then thought to port over to fixed-point for Android.  It
> > > works well with small scenes, but certainly not the staple engine to
> > > use in my opinion.
> >
> > > Also, Phys2D will not run worth a damn on Android.  I tried it and I
> > > even went through some heavy performance tuning.  Garbage collection
> > > is the major issue even after all I did.  I seriously doubt JBox2D
> > > will run well either.  I'll stick to what I said earlier, a ground-up
> > > solution by someone smarter than me is probably required.
> >
> > > On Mar 31, 9:49 am, "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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