Thanks Lajos for pointing APE out, I hadn't heard of it until now. Unfortunately your link to your Android port is broken, can you mend it as I dont fancy spending another hour porting another library to Android :D
Thanks On Mar 31, 9:50 pm, lkelemen <[email protected]> wrote: > Hello everyone, > > I was also disappointed with jbox2d's performance so I checked APE > (Actionscript Physics Engine) fromhttp://www.cove.org/ape/. > It was converted to java (http://www.cove.org/ape/java_ape.zip) so I > started to convert the java version to Android. > > The performance is quite OK for 10-20 objects at the first start of > the app but if you exit with the back key and restart it form the > installed copy > (either in the emulator or on the dev phone) then it gets slower and > slower with each start. If you restart it from the emulator (by > reinstalling it) then it is faster again. > Neither the pressed keys are not working (probably it is because of my > poor Android programming knowledge). > > Here is a zipped Android project of it. Please experiment with it and > send results to here i.e. is it slow for you also after re-re-re-.. > staring?www.kotiposti.net/lkelemen/android/testape2d.zip > > thanks > Lajos Kelemen > > On Mar 31, 9:26 pm, shaun <[email protected]> wrote: > > > I started going down the path of Object pooling. It seemed the only > > solution when taking an existing engine and making work on a resource > > constrained system like Android on a phone. Determining the strategy > > for returning objects to the pool proved quite tough for me. I have > > no doubt there are some experts on embedded systems programming with > > tons of experience with object pooling. We just would be too lucky if > > that person(s) was also experienced with Java, physics engines and had > > a passion for open source and games! Is that too much to ask? LOL!! > > > On Mar 31, 12:17 pm, mscwd01 <[email protected]> wrote: > > > > Thanks for your feedback Shaun, I too unfortunately think a bespoke > > > engine will need to be written for Android, which is a real pity as > > > the iPhone has several physics engines which can easily handle > > > hundreds of objects. > > > > Having said that Anton (2nd reply) has said he has an engine running, > > > it would be nice to see a demo of this if that'd be possible? > > > > Clark, i'd definately host any .apk's on my own site, I wouldn't put > > > it on the marketplace if it wasn't a "finished" app - do people > > > actually do that?! > > > > I think i'll stay away from developing games with physics for the time > > > being and concentrate on something else, I cant see it being feasible > > > to include it any time soon which is a real pity. > > > > On Mar 31, 3:28 pm, shaun <[email protected]> wrote: > > > > > I am the author ofsimpull. > > > > > Sorry guys for the demo being out of whack forSimpullto the Core. > > > > The version of PulpCore that I integratedsimpullwith did not support > > > > Chrome, but you should be able to see it in IE, FF Safari. It is nice > > > > to take a look at that demo to get a feel for what the engine is > > > > capable of, but the performance does not translate over to the fixed > > > > point branch/version ofsimpullwhen running on Android. > > > > > I ran tests on both the emulator and the actual device and there was a > > > > significant increase in performance because of the fixed point > > > > implementation, but I got very frustrated that it still did not > > > > support the amount of objects in a scene that I considered good for a > > > > physics-based game. It seemed to handle ~10 objects moving and > > > > colliding OK. It has been a while since I was playing with it, so I > > > > do not really remember the exact number of objects or the frame rate. > > > > I mostly remember being upset with it. > > > > > I am leaving the physics ideas for games out of the picture when > > > > thinking Android for now. Someone would have to write a ground up > > > > engine with all the performance and memory concerns of Android in > > > > mind, which was not the case withSimpull.....I created it for > > > > applets, then thought to port over to fixed-point for Android. It > > > > works well with small scenes, but certainly not the staple engine to > > > > use in my opinion. > > > > > Also, Phys2D will not run worth a damn on Android. I tried it and I > > > > even went through some heavy performance tuning. Garbage collection > > > > is the major issue even after all I did. I seriously doubt JBox2D > > > > will run well either. I'll stick to what I said earlier, a ground-up > > > > solution by someone smarter than me is probably required. > > > > > On Mar 31, 9:49 am, "[email protected]" > > > > > <[email protected]> wrote: > > > > > Not tried but if you can provide us with some example source code or > > > > > put something on the market, I'm sure we could take a look. > > > > > > G1 performance is significantly faster than emulator, but there are > > > > > limitations. > > > > > > Particularly with garbage collection and memory allocation on code > > > > > that gets run continuously in loops, so I don't know how optimised > > > > > these physics engines are for this purpose. > > > > > > Would be interesting to find out though. > > > > > > On Mar 31, 12:52 pm, mscwd01 <[email protected]> wrote: > > > > > > > Oh I forgot to re-ask... > > > > > > > "Has anyone tested Phys2D or JBox2D on an actual device to see if > > > > > > they > > > > > > run better than on the emulator? > > > > > > > I have a feeling the performance will better on a G1 than the > > > > > > emulator > > > > > > for some reason! > > > > > > > On Mar 31, 12:51 pm, mscwd01 <[email protected]> wrote: > > > > > > > > I did take a look atSimpull, however the demo application failed > > > > > > > to > > > > > > > run as it relied on some library which wasn't supplied or > > > > > > > referenced > > > > > > > to - I just got annoyed after spending two days failing to get > > > > > > > Phys2D > > > > > > > and JBox2D to work in Android and didn't bother trying to work > > > > > > > out the > > > > > > > problems! > > > > > > > > I might give it another look though... > > > > > > > > On Mar 30, 10:41 pm, Streets Of Boston <[email protected]> > > > > > > > wrote: > > > > > > > > > I wonder how well this one works on Android: > > > > > > > > > http://code.google.com/p/simpull/ > > > > > > > > > -- Anton Spaans > > > > > > > > > On Mar 30, 4:58 pm, Anton <[email protected]> wrote: > > > > > > > > > > I have a simple 2D physics engine written and running. > > > > > > > > > It uses > > > > > > > > > the now famous Jacobson physics tricks (Verlet integration > > > > > > > > > and hard > > > > > > > > > constraints). I can manage 40 balls on the screen, with fill > > > > > > > > > n^2 > > > > > > > > > interaction between balls. I am working on spatial data > > > > > > > > > structure > > > > > > > > > optimizations now to improve the computational complexity of > > > > > > > > > the > > > > > > > > > collision detection code. I run the constraint update loop > > > > > > > > > five times > > > > > > > > > per frame and get 30 frames per second. Once the engine is > > > > > > > > > up and > > > > > > > > > running there are no memory allocations done in my program. > > > > > > > > > And once > > > > > > > > > the system settles down from the app launch there are very > > > > > > > > > few GC > > > > > > > > > events from other programs. Though they do still happen. > > > > > > > > > Viewing > > > > > > > > > LogCat I see a GC every 10 or 20 seconds because of some > > > > > > > > > background > > > > > > > > > application. But between those events I get a consistent > > > > > > > > > frame rate. > > > > > > > > > I am using OpenGL for my rendering. > > > > > > > > > > -Anton > > > > > > > > > > On Mar 30, 1:14 pm, mscwd01 <[email protected]> wrote: > > > > > > > > > > > Does anyone know of, or have implemented, a physics engine > > > > > > > > > > which runs > > > > > > > > > > smoothly in Android? > > > > > > > > > > > I have spent the last couple of days trying Phys2D and > > > > > > > > > > JBox2D, however > > > > > > > > > > both perform very poorly - I am struggling to get even a > > > > > > > > > > few objects > > > > > > > > > > to simulate smoothly as frequent garbage collection spoils > > > > > > > > > > it. > > > > > > > > > > > One question I do have is will these run smoother on an > > > > > > > > > > actual G1 > > > > > > > > > > device or is the performance of the emulator accurate? > > > > > > > > > > > Thanks- Hide quoted text - > > > > > > > > > > - Show quoted text - --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. 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