20 ms would be 4ms too long for 60fps :). 16ms would be better, that's
the time the device has to perform the rendering for a target of
60fps.
On Jun 10, 7:20 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
I actually do use the Thread.sleep as a hack (i don't like it, but it
works...)
20ms is fine. The sleep for 20ms is not in the rendering-thread. The
sleep for 20ms is in the UI thread receiving touch and trackball
events.
But, of course, if your user-input needs to be updated more than 50
times a second, then 20ms is too long.
On Jun 12, 4:09 am, MrSnowflake
Question:
Does your app need to receive touch and trackball events at the same
time? I.e. the user needs to use two fingers (even 2 hands)?
If so, you may want to revise your user-interaction. I have not seen
any app yet that forces the user to use two hands.
On Jun 11, 1:56 pm, MrChaz
The trackball is for movement and the touchscreen is for firing.
Worked pretty well using the canvas but it seems that it just isn't
possible with the GLSurfaceView as even discarding the touch events
seems to choke the trackball events somehow.
On Jun 12, 3:19 pm, Streets Of Boston
I can't for the life of me get it to work, anyone more suggestions?
On Jun 10, 6:20 pm, Streets Of Boston flyingdutc...@gmail.com wrote:
I actually do use the Thread.sleep as a hack (i don't like it, but it
works...)
It just sleeps for just 20 milli seconds, though. It's enough for a
I actually do use the Thread.sleep as a hack (i don't like it, but it
works...)
It just sleeps for just 20 milli seconds, though. It's enough for a
notable improvement in the frame-rate of the other thread (game-
thread) and not too big to miss input events.
I only do it on the ACTION_MOVE.
On
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