@Kevin
You might want to look at the rokon engine a good basis for doing a 2D
game as it takes care of pretty much all the rendering work.

@Mario
I was hoping to avoid using the build number as that is a temporary
fix only.

@Ralf
The accepted work around for the touch slow down issue is to put a
Thread.sleep() in the event handler to stop it getting spammed with
events.  A delay for 16ms seems to work well for most people.

On Jan 27, 1:00 am, Kevin Duffey <andjar...@gmail.com> wrote:
> Is there any good resources on tile based games.. like how to construct the
> game loop, keep it time based, update frames every 16ms or so while calling
> your physics, collision detection, movement, and redrawing routines in that
> time? I would love to develop some side scroller/top down tile based games
> with sprites, and yet I can't seem to find a good place to start. I saw this
> one google IO presentation, forget the guys name, that said on each
> iteration you pass the time delta and always keep it time based (as opposed
> to frame based I assume) and that while some basic puzzle games can get away
> with using a canvas (GLSurfaceView??), most games would require open GL to
> some extent. As well, I am interesting in knowing how to play background
> music and yet still play multiple sound FX on time with no delay so that
> when something collides, a sound plays at that exact moment, not a 1/2
> second later. Is there any good resources on this? I don't need to make a
> perfect game my first time out.. just something to play with. I am also
> curious with regards to the 24MB ram limit per app, how you make larger
> levels without any potential delay in the game play. As the game scrolls one
> way or another (especially a top down with a large map), how do you avoid
> the GC while loading in new tiles for the map? One thought I had was the
> game goes online to get a map, storing it on the SD card, so as to avoid
> using precious on-board user/app ram. I've read from various posts from some
> of you about how you try to load everything in first, don't create any
> objects during the game loop, etc, but it seems games on the iPhone are
> quite impressive with smooth framerates, and I am aware that we're a bit
> limited as of yet on Android, especially with regards to the NDK layer being
> able to update video/audio buffers (or maybe I have that wrong?).
>
> As well, how important will a JIT play into games being better perofmant
> when we finally get a JIT (and anyone know when that might be by chance?).
> Along the same lines, can someone correct me regarding the info I think I
> have pulled from various posts about video/audio buffers/hardware access in
> the NDK layer? Do most of these opengl/"better" games require NDK C code to
> work well? Or are most of these games using pure Java code? I am thinking
> like Robert Green's game, and the air plane landing game (which seems like
> there are 5 or more on the market now of almost identical game..someone
> lifted the original code I guess?). Are they using NDK and thus I gotta get
> into that lower level to make a viable game... or is it possible to do a
> decent side scroll/top scroller game without going to that level.
>
> In a nutshell, I don't have the talent to build high end games like
> Assassins Creed, NBA hoops, etc form iPhone. I am not that skilled. However,
> I would love to learn, but think starting with a basic side scroller game
> with tiles and animted sprites is a great place to start. So, any
> references/urls/tutorials anyone can point to with some details on the whole
> game loop, how to scroll/draw tiles, update animations of sprites so they
> look fluid as they move, and how to mix music/sounds in there?
>
> Thank you. Loving this and other game posts btw.
>
> On Tue, Jan 26, 2010 at 4:20 PM, Mario Zechner <badlogicga...@gmail.com>wrote:
>
>
>
> > I'm not Robert but I can at least confirm that a depth buffer with 24
> > bit is optimal for the Droid. I can also confimg that the
> > GLSufraceView choses that depth by default when you don't set your own
> > EGLConfigChoser.
>
> > As a side note: from robert's and my experience achieving 60fps on the
> > droid is near impossible for any sufficiently complex game. I don't
> > know what the N1.sports as a gpu but I suspect it to be near the
> > PowerVR in the droid,. Combined with the high res native resolution
> > the results should be pretty similar for both the droid and the n1.
>
> > That being said, there shouldn't be any problems with touch events on
> > devices running android >= 2.0 as they fixed the event flood problem
> > in that version. I couldn't see any problem in my projects that make
> > heavy use of the touch screen on my droid. There seems to be a small
> > memory leak in the onTouch method if you don't call event.recycle
> > before exiting the onTouch method.
>
> > Hth
> > On 27 Jan., 00:27, Ralf Schneider <li...@gestaltgeber.com> wrote. :
> > > Thanks Robert!
>
> > > These are good news.
>
> > > Since you are testing on a Droid.
> > > Can you confirm a 24 bit depth buffer is best for the DROID under all
> > > circumstances or is this quote nonsens:
>
> > > """
> > > It seems that DEPTH_SIZE of 24 is optimum on the Droid. I was kind
> > > thrown back a bit when I picked an EGLConfig with DEPTH_SIZE of 0 or
> > > another value (16, etc.) and rendering of a simple cube was at 40FPS.
> > > With an EGLConfig that has a DEPTH_SIZE of 24 the cube was rendering
> > > at 60FPS.
> > > """
>
> > > It would be good news if a 0 bit depth buffer is not slower than a 24 bit
> > > depth buffer on the Droid...
> > > ... and I can simply forget all the hassle with the Droid!
>
> > > Besides this: I have started doing my own benchmarking.
> > > The biggest issue I have is: If I touch the screen (on the Nexus one)
> > frame
> > > rate goes down from 60 FPS to ca. 43 FPS.
>
> > > The problem is: I have to use the touch screen as an input device!
> > > So I can completly forget smooth games running with constant 60FPS!
>
> > > Well, the good news is: Because I can never reach 60FPS on an Android OS
> > as
> > > long as the user touches the screen, I can use more expensive
> > computations
> > > for the graphics. Users will never now what they miss, basically all
> > games
> > > using the touch sreen will run below 45 FPS.
> > > It's sad, anyway.
>
> > > Regards,
> > > Ralf
>
> > > This2010/1/26 Robert Green <rbgrn....@gmail.com>
>
> > > > Ralf,
>
> > > > I am sure.  I test on the Droid all the time.  I use GLSurfaceView and
> > > > here is some evidence from my logging:
>
> > > > I/WorldRenderer(14187): EGL_DEPTH_SIZE  = 24
> > > > I/WorldRenderer(14187): EGL_BUFFER_SIZE  = 16
> > > > I/WorldRenderer(14187): EGL_RED_SIZE  = 5
> > > > I/WorldRenderer(14187): EGL_BLUE_SIZE  = 5
> > > > I/WorldRenderer(14187): EGL_GREEN_SIZE  = 6
> > > > I/WorldRenderer(14187): EGL_ALPHA_SIZE  = 0
> > > > D/WorldRenderer(14187): OpenGL Surface Changed to (854x480)
> > > > D/CameraMan(14187): Aspect Ratio = 1.7791667
>
> > > > On Jan 26, 1:48 pm, Ralf Schneider <li...@gestaltgeber.com> wrote:
> > > > > Are you sure?
>
> > > > > At:
> > > >http://android-developers.blogspot.com/2009/04/introducing-glsurfacev.
> > ..
> > > > > there is the "Trackback": "Droid can't" at the end of the page,
> > pointing
> > > > to:
>
> > > > >http://freeopenidea.blogspot.com/2009/11/droidcant.html
>
> > > > > so it seems the EGL configChooser supplied with the SDK is no so
> > good:
>
> >http://gitorious.org/0xdroid/frameworks_base/blobs/93f411386a570082f2...
>
> > > > > ... it does not check for: "EGL10.EGL_NONE" which means it might
> > return a
> > > > > config with an " EGL10.EGL_CONFIG_CAVEAT".
>
> > > > > 2010/1/26 Robert Green <rbgrn....@gmail.com>
>
> > > > > > Ralf,
>
> > > > > > That is an issue if you init EGL yourself but if you use
> > GLSurfaceView
> > > > > > it does get the correct value for the Droid.
>
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