Robert I sent you an email with the APK =)

On Jul 22, 3:43 pm, Robert Green <[email protected]> wrote:
> Cameron,
>
> Are you using time-based movement or frame-based?  Would you mind
> sending me an APK?  I can check it out for you and maybe help out a
> little with some suggestions.
>
> On Jul 22, 3:16 pm, Cameron <[email protected]> wrote:
>
>
>
> > Thanks for the reply Matt,
>
> > I have used the DDMS in Eclipse to see if there is any GC that happens
> > and nothing that belongs to my thread. There are some but those are by
> > the Android system itself.
>
> > I have also optimized the hell out of this game following all of the
> > examples from google and other forums.
>
> > I do exaclty what you said with the adding new monsters example on the
> > go but it doesn't seem to great any GC events. I will preload them
> > like you suggested and see what happens.
>
> > Also I will try to use the uptimeMillis(). Right now im using "now =
> > System.currentTimeMillis();"
>
> > On Jul 22, 1:07 pm, Matt <[email protected]> wrote:
>
> > > Well, it sounds like the frame rate goes down intermittently because
> > > of the garbage collector.
>
> > > First of all, you should not be doing any object creation during your
> > > game loop.  This way there is never any need for a GC.
> > > 1. Create all of your objects before hand.  For example,
> > > Monster[] mMonsters = new Monster[Monster.MAX];
> > > setup() {
> > >  for (int i = 0; i < mMonsters.length; i++) {
> > >   mMonsters[i] = new Monster();
> > >   mMonsters[i].used = false;
> > >  }
> > >  ...}
>
> > > Instead of creating a new monster every time one comes into play, just
> > > set its used flag to true (and set it to false, instead of deleting
> > > it, when the monster is done).
>
> > > 2. Use android.os.SystemClock.uptimeMillis() when limiting your FPS.
> > > Basically what you want to do is keep track of each game tick, and if
> > > it hasn't been 1/30 seconds yet, sleep for the remaining time.
>
> > > 3. Google "java game optimization".
>
> > > -Matt
>
> > > On Jul 22, 3:46 pm, Cameron <[email protected]> wrote:
>
> > > > I based my game off of the lunar lander demo, although heavily
> > > > modified, and I can get around 40-50fps but the problem is it
> > > > fluctuates between 40-50fps so much that it causes the moving graphics
> > > > to jitter! Its very annoying and makes my game look really shitty when
> > > > in fact its running at a good frame rate.
>
> > > > I tried setting the thread priority higher but that just made it
> > > > worse... now it will fluctuate between 40-60fps...
>
> > > > I was thinking of limiting the FPS to about 30 so that it will be
> > > > constant. Is this a good idea and does anyone else have experience or
> > > > a different solution?
>
> > > > Thanks!
>
> > > > PS: If you have an example of limiting or creating constant FPS that
> > > > would be helpful. I've tried it before but never got it quite right.

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