Hi Miguel,

Thanks.

do you recommend Local Androis Service or Remote Android Services
design  ?

Thanks

Luc

On 23 avr, 01:30, Miguel Morales <[email protected]> wrote:
> Making a realtime action game will be difficult when you start to take
> into account network latency.
> Specially if you want people to play your game over a 3G or Edge connection.
>
> Your problem might be in the way you are polling for data.
> If you have a looping thread, it'll hog your CPU and yourFPSwill suffer.
> You may be able to counter this using wait() and notify() or a
> Looper/Handler pattern.
>
> There are several ways to solve this, however this is what I did.
> Decouple the network functions to use a service in a different process.
> When the services receives network data, we call a callback function
> in the the main game process.
> This is quite fast for me using rough measures.
>
> However, in your case a simple lock might do the trick since from my
> experiments, it is much faster than a queue/handler.
> Again, I suspect that your simply using a bad poll technique in your
> network thread.
>
>
>
> On Sun, Apr 18, 2010 at 1:18 AM, croco <[email protected]> wrote:
> > Hi all,
>
> > I'm developping a simple realtime action game 4 Android.
> > It works nice. but now i want deal with animationFPSand i'm facing a
> > big problem i can't solve since couple days now.
>
> > I started from the famous Lunar Android sample using facebook. got
> > 55-60 frame per second on my G1.
> > it smelt good for my game i thought ... BUT when i plugged the surface
> > view in my game i got a poor 6-9 Frame per second making the game
> > unplayable.
>
> > After debugging removing all content of my doDraw used by the thread
> > controlling the surface view i found the problem.
>
> > The problem is not the quantity of sprites i displayed but the
> > concurrency between threads used for receiving my game data over TCP
> > and the UI thread i use to control surface view.
>
> > If when i start displaying the game i stop the my socket protocol
> > threads (reader, writer) the game is refreshed at 25FPSwhich is not
> > 50FPSbut large enought to make the game playable.
>
> > So my question is how in realtime game for android i can send /
> > received data (and not delayed of course) without killing the game
> > refresh rate.
>
> > Last thing i use canvas and not open gl but i don't need open gl and i
> > really see the problem comes from the multithreading
>
> > Thanks a Lot for your help.
>
> > Luc
>
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