Game performance optimization is a big subject, and each game needs custom optimizations. That being said, this presentation is one place to start: http://code.google.com/events/io/sessions/WritingRealTimeGamesAndroid.html
Yusuf Saib Android ·T· · ·Mobile· stick together The views, opinions and statements in this email are those of the author solely in their individual capacity, and do not necessarily represent those of T-Mobile USA, Inc. On Aug 11, 3:30 pm, bendavis78 <[email protected]> wrote: > I've followed the excellent article on game development > here:http://www.rbgrn.net/content/54-getting-started-android-game-development, > and started my game based on the Lunar Lander example. The Lander > example re-draws the background and everything else on each "tick". I > basically followed its example and I'm using my game's background > image to essentially "clear" the canvas so that I can re-draw > everything from a clean slate. > > This, as I've found, has a negative impact on performance as my game > is beginning to slow down. My question is, what's the best way to > optimize this? If I want to "clear" only certain parts of my canvas, > how do I do that? I've read the documentation for > android.graphics.Canvas, but am getting confused by a lot of jargon > I don't understand such as "clip" and "matrix". > > Android is the first platform on which I've tried game development, > so I'm pretty new to the whole scene in general. > > Can anyone point me in the right direction, or offer any performance > tips? --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---

