I'm seeing 9fps on your app.  That's way too slow.  I have 2 full
screen layers, many sprites, full sound and 2 A* algorithms running at
45 FPS.  There are many things you must know to do efficiently.  I'm
not going to list everything I've done here because it would fill up
pages but if you take a look at my blog I wrote about lots of it.
http://www.rbgrn.net/content/290-light-racer-20-days-32-33-getting-great-game-performance
talks about some of that.

I'm not using OpenGL ES, just a plain old Canvas.  Z buffering
probably would have been much easier with a 3D library, so if it's
just as fast, I'd recommend doing that.  Either way though, you need
to be performance-conscious or you'll have a sluggish game.

On Jun 11, 10:26 am, Avatar Ng <[email protected]> wrote:
> By the way ... here's my working project (yes not tune yet, very slow
> even my demo).
> Any criticism or ideas were welcome ...
>
> http://hexagonm.blogspot.com/
>
> Will try to post some of my game story and idea until I have the
> time ...
> I had these whole thing sketch down long before Android arrived ...
> It's time to bring it live now XD
>
> Regards,
> Avatar Ng
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