There's a good blog post on this issue re games here: http://replicaisland.blogspot.com/2009/10/rendering-with-two-threads.html
I started doing game updates in a separate thread, instead of on the render thread, in an OpenGL game I've been writing recently as well. It did result in some improvement. I normally log frame rate stats every 300 calls to onDrawFrame. The longest time between calls, ignoring times when the garbage collector triggers, used to be ~100ms. Doing updates in a separate thread cut that measurement down by about 10-20ms. On Nov 12, 10:55 am, Neilz <neilhorn...@googlemail.com> wrote: > Well yes, but that isn't quite the same thing, is it? In LunarLander > the thread that does the drawing is also the thread that does the > logic. I took this statement from the dev guide to mean that you have > a separate thread for each. I suppose the best thing I can do is code > and experiment and see if I get any improvements... > > On Nov 12, 2:58 pm, RichardC <richard.crit...@googlemail.com> wrote: > > > There is a nice simple game example (with multiple threads) in the SDK > > samples called LunarLander -- 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