://groups.google.com/group/android-developers?hl=en
Tjerk Wolterink
T +31645300385
tje...@gmail.com
http://twitter.com/tjerkw
http://tjerkwolterink.hyves.nl
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?
Re implementing the GamePainter completely and callopenglfunctions
directly?
Or is there some kind of abstraction mechanism, so that i can
useOpenGLwith just a few lines of code?
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Tjerk Wolterink @ GMail
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: please don't send private questions to me, as I don't have time
to provide private support. All such questions should be posted on
public forums, where I and others can see and answer them
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engineer
romain...@android.com
Note: please don't send private questions to me, as I don't have time
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Tjerk Wolterink @ GMail
That's correct.
On Mon, May 18, 2009 at 9:53 AM, Tjerk Wolterink tje...@gmail.com wrote:
Aha ok, so if this memmory is thrown it mean i really have to cut down
on memory usage. Is that right? I have a lot of sprites and a lot fo
gamesounds,
which takes a lot of memory.
2009/5/18 Romain Guy
to such e-mails. All such
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answer them.
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that your game loop maintains a stabile frames-per-
second and having a maximum fps by using sleep on game thread. Even if
the new hardware is 5x faster, as long as you have maximum FPS, your
game will work fine.
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Tjerk Wolterink @ GMail
)((BULLETSPEED*deltaT)/(float)1000);
Which required FLOATING POINT calculation.
Or i make the bullet speed a float. But this also requires floating
point calculation.
So how is it done, without the need of floating points?
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Tjerk Wolterink @ GMail
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