so... I am testing my multiplayer game by running several instances of
the emulator (which is, sadly, extremely slow and dis-satisfying).
I depend on a little trick using currentTimeMillis() to keep a
synchronized clock between the players (but NOT the absolute value of
currentTimeMillis() since n
ddicted to
having eclipse actually install the apks :-)
On Mar 10, 5:36 pm, Samsyn wrote:
> so... I am testing my multiplayer game by running several instances of
> the emulator (which is, sadly, extremely slow and dis-satisfying).
>
> I depend on a little trick using currentTimeMillis() to
I shouldn't be so demanding. I love you,
Eclipse, I really do, except when you crash or that time you deleted
every source file in my project with nary a warning.
Thanks again!
- Dan
On Mar 10, 5:53 pm, Robert Green wrote:
> Samsyn,
>
> For multiplayer synchronization, you absolutel
I admit I have pretty much given up on all the android string
formatting, as just being too painfully slow to use during the game
itself. I'm actually not using many views any more either, though
that's probably just an overreaction on my part. I basically have one
view (once the game starts) and
I'm sorry for what must be a really dumb question... my app is a
client, the server is a linux box in a colo. I use android Sockets to
connect to the server. It works great.
that is, it works great when the phone is on wifi.
But when the phone is on 3G, the socket connection times out.
---
Th
gs (bind to
a nic?) That UrlCconnection is smartly doing, but I am dumbly not.
On Mar 12, 11:42 pm, Samsyn wrote:
> I'm sorry for what must be a really dumb question... my app is a
> client, the server is a linux box in a colo. I use android Sockets to
> connect to the server. It works
fruit.
But maybe I should also look at the firewall logs on that server to
see what it says (I am of the opinion that it will accept connections
from anyone, but opinion is often not fact)
- Dan
On Mar 15, 10:37 am, Michael MacDonald
wrote:
> On 03/14/10 21:03, Samsyn wrote:
>
>
>
>
the off chance that some logging would actually
tell me what it was complaining about.
On Mar 15, 9:26 pm, Samsyn wrote:
> Thanks for the suggestion Michael, I'll give that a try.
>
> I went through some abortive experiments with
> requestHostForConnection() (man that turned
Dan
On Mar 17, 5:13 pm, Samsyn wrote:
> Sadly, no joy. I get the same behaviour trying to connect to three
> different non-port-80 servers.
>
> Recapping
>
> * using Socket, TCP connection, originated by phone
> * Have the "INTERNET" privilege
>
&
On Mar 18, 8:11 pm, Samsyn wrote:
> OK, some success, as it were.
>
> Let the wookiie win
>
OK OK, apparently I just picked the world's worst port number ()
and was SO SURE that was an innocent number that I didn't even try any
others. Well, is apparently bloc
d it's
> not pretty. I've switched everything to nanoTime / 100 since then
> (which gives milliseconds) and all seems to be well.
>
> On Mar 10, 10:01 pm, Samsyn wrote:
>
>
>
> > Thanks, Robert!
>
> > yes, don't worry, I wasn't doing t
Sorry if this has been covered, but I have been googling for 3 hours
with no success, so here goes.
Please assume that while being new to android, I believe I know the
basics and have successfully published a nice graphical game (Tairu).
I know about inflating an xml layout and instantiating views
So, having spent the obligatory five hours trying to figure out how
android wanted me to do it (other than just "don't do that!"), I ended
up writing this bit of code to do what I actually WANTED.
It's not too bad except for the one section which needs to be made a
lot more efficient.
In case it
On Jan 17, 2:29 am, skink wrote:
> On Jan 17, 10:25 am, Samsyn wrote:
>
> > So, having spent the obligatory five hours trying to figure out how
> > android wanted me to do it (other than just "don't do that!"), I ended
> > up writing this bit of code t
So, I've been a good boy (I think) and used ByteBuffers (and
ShortBuffers and IntBuffers etc) for all the vertex lists and textures
I feed to GLES.
But can someone point me to the basic architecture of the 'typical'
mobile GPU (or, I guess, the OpenVR Droid GPU at least). For example,
does a mobi
you may have to look in a BREW oriented
> document or two to find it.
>
> On Sep 1, 7:31 pm, Samsyn wrote:
>
>
>
> > So, I've been a good boy (I think) and used ByteBuffers (and
> > ShortBuffers and IntBuffers etc) for all the vertex lists and textures
> > I
So I am a lazybones using GLSurfaceView and loving it. But now that
my code is running too darn fast (heh), I would like to slow it down
via setting eglSwapInterval to 2 or something. Just to be nice to the
battery.
But, being a lazybones, I can find no way of doing this when using
GLSurfaceView
My apologies if this is a stupid question...
Might I get a net frame rate improvement if I did something like this:
* create an FBO of resolution less than the full phone screen
dimensions (user-selected quality vs speed option)
* do most of my scene rendering into that FBO
* then the 'real' (ful
I believe DDMS has much of what you need.
For code profiling, search for 'TraceView'
* you will want to add some UI to your app to let you toggle tracing
on and off, so you can capture samples while your code is doing the
thing you're interested in improving.
For memory leak checking, you need t
I've been assuming this was due to my verbose logging... it certainly
seems to happen more quickly when I am more verbose :-)
- Dan
On Sep 12, 2:38 pm, mmo wrote:
> When I am developing for Android and repeatedly running and/or
> debugging an Android app in the emulator then about every two hour
s the feature.
I'm pretty sure the fill rate I save with the smaller render target is
lost with the render of the background quad with that texture on it.
Perhaps if I had a clever way to jam the texture (and stretch it
nicely) into the colorBuffer directly...
On Sep 12, 1:12 pm, Samsyn w
I've been using SoundPool for awhile now with no issues to speak of,
but I recently added my first 'looped' sound, which led to the use of
pause/resume.
My problem is that while this works
streamId = play(...) // loop = -1
...
pause( streamId )
..
resume( streamId )
Any chance this could be the result of the source texture not having
power-of-two dimensions? I believe support for non-binary dimensions
can vary from phone to phone. To be pedantic, I mean the source image
for the texture should be 256x256, 512x256, 256x128, etc, and not
417x203 etc.
On Jan 2
This is probably not helpful, but:
* did you mean to have the loop value of -1? (infinite looping sound)
* can you try triggering the sound later, after the load has had a
chance to complete (I believe the sound samples load asynchronously,
but cannot be played until the samples are all squared a
nations I can think of feel like they should be equally
true of the other texture.
I guess I should try it in the emulator
On Sep 15, 1:30 am, Samsyn wrote:
> Well, I ran the experiement...
>
> 1.) it does work, though apparently the FBO texture ends up upside
> down with relation to
Just wanted to add my vote for MAT being a life-saver.
but hmm, I still don't see allocation tracker in the Eclipse DDMS
plugin... and I *feeel* like I have the latest version.. but
obviously I must not. Or I'm looking in the wrong place... or
both.. :-)
On Sep 13, 10:54 am, Xavier Ducrohet
For what it's worth, I started having the identical problem this
evening, after changing my app to use API4 instead of API3 (where the
glGenTextures() was working fine)
Now I get the exact same list of goofy texture Ids when I use my phone
(Droid 2.1), but it's fine in the emulator.
At first I th
frustrated enough to return to api 3, I imagine.
But it's got to be something extremely simple.
- Dan
On Jun 3, 9:51 pm, Samsyn wrote:
> For what it's worth, I started having the identical problem this
> evening, after changing my app to use API4 instead of API3 (where th
and yes, if I regress to api 3, the problem goes away, but apis 4 and
5 both have the problem.
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using
> Android to resize them. Textures have to have power of 2 size
> dimensions, so this resize can make an image that can be used as a
> texture into an image that can't be used. It's pretty easy to prevent
> the resizing, there are previous threads on that.
>
> On
; are using for your textures, changing the API level may be causing
> Android to resize them. Textures have to have power of 2 size
> dimensions, so this resize can make an image that can be used as a
> texture into an image that can't be used. It's pretty easy to prevent
> the resizin
t; http://blog.tomgibara.com/post/190539066/android-unscaled-bitmaps
>
> --
> Tom Gibara
> email: m...@tomgibara.com
> web:http://www.tomgibara.com
> blog:http://blog.tomgibara.com
> twitter: tomgibara
>
> On 4 June 2010 17:47, Samsyn wrote:
>
>
>
> > Lance, (
so... I have a simple terrain mesh which, generally speaking, works
fine.
But as I walk around, occasionally, from some camera angles, a
triangle of that mesh is clearly being rendered incorrectly. As if
one of its verts has moved (considerably).
But the vertex IntBuffer has not changed. (nor an
Well, with that special hubris that comes just before you realize you
did something super stupid:
"no, the code is PERFECT!"
:-)
For some reason, I found some other threads talking about this (sort
of) AFTER making my post (I looked first, honest!), but I guess those
were sort of off-topic comme
efinitely a bug, just only 99% sure it's not mine :-)
ON another note, I think this game just started to be fun today.
Which is to say, it's now possible to get killed if you're not
careful. Plus the code is still young enough that's it's all pretty
and organized and easy to
Any chance you declared something like this in your manifest?
the described outcome of such a setting is something like what you
describe, with your app displayed as a postage stamp with black
borders on sides and bottom (but not top?)
On Jun 13, 1:43 am, "xuxiake2...@gmail.com"
wrote:
> I cre
efinitely a bug, just only 99% sure it's not mine :-)
>
> > ON another note, I think this game just started to be fun today.
> > Which is to say, it's now possible to get killed if you're not
> > careful. Plus the code is still young enough that's it's all pr
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