Hi miguel,
thanks for the response.
Afaik. Every example game written by the google guys has a inner
thread class in the gameview. But i think only for sharing variables
of the gameview. Not quite sure if there where any other advantages
gc wise.
Normally locks a more a timesink and slowing
Hi Andreas,
Sorry to jump in late, but I thought I'd share my experiences with non-
opengl on Android.
I have a game engine which uses both open gl and the canvas system
depending on the device capabilities (some devices, like HTC Tattoo
have software implementations of opengl which is actually
Hey Jason,
thank you so much for the Feedback. I would love to see your game
skeleton, to see how you solve some common problems. Or how you store
and iterate your gameObjects.
In My case every GameObject, like a Missle or Enemy has update(long
difftime) and draw(Canvas c) method implemented.
OK.. so the important point in the two-threads theory is that the
work IS done concurrently.
The GameThread does all the calcs for the next frame WHILE the render
thread is rendering the previous frame. So that you don't modify game
objects while the render thread is rendering, you separate the
I had similar problems trying to get a smooth game loop going, I just
couldn't get rid of gcs happening (I think some were occurring outside
my app too). I think I had removed everything from the draw loop in
frustration except for drawing a rectangle, but would still get the
bumps. That was about
to 1)
Did that already. I ruled out everything that was creatinglike shadow
Copies or String Concat. I re-implement my own FastList instead of any
ArrayList oder Hashmap.
To there is nearly nothing that is created intentionally. But the GC
is anyway running every couple of seconds. Sometimes
Are you using the emulator or a hardware device for testing? I'm sure
there's gotta be something that's allocating in your code. In my
personal experience, I've gotten the GC down to once a minute at the
worst. A lot of the time you can't fully get rid of GC hiccups
because of background
How are you avoiding String Concatenation ? TextFields as a Example
only take Strings
And if you have a Score, or Time Element that Shows Some Numbers i
wasn't able to get around creating a String implicitly.
Currently i'am testing on my Motorola Milestone. On the Emulator it
even runs slower
How are you avoiding String Concatenation ? TextFields as a Example
only take Strings
I don't really use this myself because I don't really strings in inner loops.
First, you want to make those time elements draw/update as least as possible.
If not, you can use a string buffer:
9 matches
Mail list logo