take a look at this talk
http://code.google.com/events/io/sessions/WritingRealTimeGamesAndroid.html

He has a bunch of slides comparing various methods for rendering 2d
sprite type objects.

On Jun 24, 6:39 pm, Chris Stockton <chrisstockto...@gmail.com> wrote:
> Hello,
>
> I am faced with a challenge of drawing destructable terrain. My current and
> surely naive approach is as follows. Excuse formatting, posting from my g1
> and don't have the code with me so the math in the rectf might be wrong be
> advised, but it does work, visually; it is just a fps nerf.
>
> Terrain is 720 px wide, terrain square is 4px, worst case total terrain
> columns to be drawn is 720/4 = 180, currently I draw a 4x4 bitmap, using the
> rectf arg to stretch/transform its height.
>
> [code]
> Static public float[] mapUpperBounds = ... 25.0f, 27.0f. 29.0f ... 150.0f,
> 148.0f ... 1.0f
> Static public Rect mSourceRect = new Rect(0, 0, 4, 4);
> ...
> For(int I = 0; I < 180; i++) {
>     // call my graphics lib, if opengl is avail
>     // it transforms the request into a matrix
>     // and draws it in a way identical to canvas
>     G.drawBitmap(handle, mRectSource, new RectF(
>             // each float is the upper boundary,
>             // with a width of 4 I just slowly
>             // crawl across the map from left to right
>             I*4,
>
>             // we strech the bitmap from the
>             // upper boundary down to the
>             // bottom of the map
>             canvasHeight - mapUpperBounds[I],
>             canvasWidth - ((I*4)+4),
>             mapUpperBounds[I]
>         )
>     );}
>
> [/code]
>
> My thoughts :
> -180 calls to the graphics lib is crazy furthermore the fact I draw a bitmap
> might be bad too.
> -Drawline perhaps is cheaper? Haven't tried it yet just came to mind
> -when zoomed in closely this becomes more and more trival, I won't render if
> it is out of the view point.
> -Have the background image contain the 'tiles' and chunk into it as the
> terrain explodes? Math might be a little complex, but if all explosions were
> circular might be cheaper, question is how expensive is drawCircle (or
> whatever method would be appropiate, I could see up to 400+ exploisons per
> game)
>
> I'm sure this problem has been solved before, just not by me :P thank you
> for your patience.
>
> Regards,
>
> -Chris
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