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 > > > -- > > 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 > > --http://diastrofunk.com,http://developingthedream.blogspot.com/,http://www.youtube.com/user/revoltingx, > ~Isaiah 55:8-9 > > -- > 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 > athttp://groups.google.com/group/android-developers?hl=en -- 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

