We're having the same issues in some of our games.  Unfortunately running
into issues drawing dynamic text in OpenGL, any chance you'd care to share
your solution for that? (if you have one that is)

- Dan

On Mon, Aug 24, 2009 at 2:39 PM, TjerkW <tje...@gmail.com> wrote:

>
> The SpriteMethodTest application shows the benefits of opengl,
> the main benefit is:
>
> If you have a lot of sprites / a lot of things happening at the same
> time it is better to use opengl.
> I am porting my game to opengl now. It was too slow on only the Canvas
> (30+ things moving at the same time)
>
> On 22 jul, 12:45, MrChaz <mrchazmob...@googlemail.com> wrote:
> > The SurfaceView is fine for games, at least simple ones.
> > Have a look at the LunarLander sample.
> >
> > http://developer.android.com/guide/samples/LunarLander/index.html
> >
> > On Jul 21, 9:33 pm, klirr <haskell...@gmail.com> wrote:
> >
> >
> >
> > > I use SurfaceView for my game, tried normal View first but that was to
> > > slow.
> > > Problem is, it still is. The redrawing just isn't anywhere fast enough
> > > for a game. So unless it is a lot faster on the real phone this won't
> > > cut it at all.
> > > Is it necessary to use OpenGL for games?
> >
> > > package com.android.shmup;
> >
> > > import android.app.Activity;
> > > import android.content.Context;
> > > import android.graphics.*;
> > > import android.os.Bundle;
> > > import android.view.View;
> > > import android.view.KeyEvent;
> >
> > > public class Shmup extends Activity {
> >
> > >     @Override
> > >     protected void onCreate(Bundle savedInstanceState) {
> > >         super.onCreate(savedInstanceState);
> > >         setContentView(new GameView(this));
> > >     }
> >
> > >     private static class GameView extends View {
> > >         private Paint mPaint = new Paint();
> > >         private int x;
> > >         private int y;
> >
> > >         public GameView(Context context) {
> > >             super(context);
> > >             x = 135;
> > >             y = 303;
> > >             setFocusable(true);
> > >             requestFocus();
> > >         }
> >
> > >         @Override
> > >         protected void onDraw(Canvascanvas) {
> > >             Paint paint = mPaint;
> > >            canvas.translate(10, 10);
> > >            canvas.drawColor(Color.rgb(184,134,11));
> > >             paint.setColor(Color.rgb(107,142,35));
> > >             paint.setStrokeWidth(1);
> > >            canvas.drawRect(x, y, x+30, y+7, paint);
> > >            canvas.drawRect(x+10, y+7, x+20, y+27, paint);
> > >            canvas.drawRect(x+5, y+27, x+25, y+32, paint);
> > >         }
> >
> > >         @Override
> > >         public boolean onKeyDown(int keyCode, KeyEvent event) {
> > >                 if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
> > >                         y -= 3;
> > >                         invalidate();
> > >                 } else if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
> > >                         x -= 3;
> > >                         invalidate();
> > >                 } else if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
> > >                         y += 3;
> > >                         invalidate();
> > >                 } else if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
> > >                         x += 3;
> > >                         invalidate();
> > >                 }
> > >                 return true;
> > >         }
> >
> > >     }
> >
> > > }
> >
>

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