Think of it this way -- there is no such thing as pass-by-value in Java, and no such thing as references, either. Everything is equivalent to a pointer, except there is NO pointer arithmetic, and no -> operator, that role being handled by '.', so it LOOKS like a reference with C++ eyes.
To add to the confusion, the Java term for all this is 'reference'. (And there's another use of the term 'reference' in Java as well). There are no smart pointers, either -- they're not necessary, as nothing is reference counted. There are times when they'd be useful, but you have to do that another way, generally a bit more verbose. On Apr 9, 11:49 am, Eddie Ringle <ed...@eringle.net> wrote: > One more thing question and I think I will be set. Coming from a C/C++ > background, I enjoyed the use of references. I know that there is a > way to pass the reference by value in Java, but am not quite clear on > how. Could I, for example, create my World object, then pass that > object to the renderer and logic objects when I create them? I did a > small bit of reading on this topic, but still am not quite sure. > > On Apr 9, 1:55 pm, Robert Green <rbgrn....@gmail.com> wrote: > > > > > Yeah, you're going to want to model your game like you would model the > > real world: > > > class World { > > public Player player; > > public Enemy[] enemies; > > public int timeLeft; > > public int level; > > //etc.. > > > } > > > Then you update the world (usually by calls to player.update, > > enemy.update, etc) from your logic thread. > > > Then what I like to do is separate the rendering stuff from the > > simulation so that I have renderers for specific things: > > > class PlayerRenderer extends BaseRenderer { > > // knows about player geometry, knows how to draw the player and > > anything player-related.. > > > } > > > Then in my main Renderer, I just call out to the individual component > > renderers: > > > class WorldRenderer implements Renderer { > > onDrawFrame(GL gl) { > > // clear, set up projection, etc > > playerRenderer.draw(gl, world.player); > > enemyRenderer.draw(gl, world.enemies); > > // etc.. > > } > > > } > > > And that's how I do it. I have just a little bit of initialization > > communication from the Renderer side to the game logic so that we can > > set up positioning of touchable UI components but otherwise it's > > always GameThread updates World, WorldRenderer draws World, repeat. > > > On Apr 9, 11:25 am, Eddie Ringle <ed...@eringle.net> wrote: > > > > Where do you store all your attributes, like player position? > > > Currently I just have a "GLQuad" class that I use to create new quads, > > > texture them, and manage position and velocity. Do you store them in > > > World, and then each side can access them from the world object? > > > Also, threading is new to me, so I really have no clue what a lock is. > > > > On Apr 9, 12:03 pm, Robert Green <rbgrn....@gmail.com> wrote: > > > > > It's pretty easy to do this: > > > > > I use a World to write to and read from for the two "sides." Makes > > > > networking nice too. My World has a simple lock. Only one thing can > > > > write to it or read from it at a time. > > > > > in GameLogicThread: > > > > > run() { > > > > while (!done) { > > > > // wait for renderer > > > > world.getLock(); // blocks > > > > update() > > > > world.releaseLock(); > > > > } > > > > > } > > > > > in Renderer: > > > > > onDrawFrame() { > > > > world.getLock(); // blocks > > > > draw() > > > > world.releaseLock(); > > > > > } > > > > > On Apr 9, 3:27 am, Clankrieger <tob...@googlemail.com> wrote: > > > > > > Hi, > > > > > > I had a lot of difficulties getting the threading and app lifecycle > > > > > issues done, too. For my part, this was much more confusing than > > > > > getting the actual game done. ;) > > > > > > The good thing is: you do not have to do too much for the render- and > > > > > logic-thread separation because most of the rendering time is getting > > > > > spent "outside" of your renderer's onDraw method. This is how I got > > > > > this done: The "Game" itself is owned by the glSurfaceView renderer > > > > > instance. the when the game starts (at onResume), I start an > > > > > updatethread that is very simple an does something like > > > > > > while(bKeeprunning) { > > > > > synchronized(Game.sInstance) { > > > > > Game.sInstance.update(); > > > > > } > > > > > Thread.sleep(50); > > > > > > } > > > > > > I have to add that my game logic is doing only this: logic. The world > > > > > gets simulated. This is done less than 10 times per second - this is > > > > > why I can have it sleep for 50 ms. sleeping is important here to give > > > > > the render thread time to do this (I don't remember the full method > > > > > signature, but I think you know what I mean): > > > > > > onDrawGlFrame() { > > > > > synchronized(Game.sInstance) { > > > > > Game.sInstance.render(); > > > > > } > > > > > Thread.sleep(5); > > > > > > } > > > > > > I defined the updatethread as class inside of the Renderer because it > > > > > is so small. This gave me a huge performance boost. Handling the app > > > > > lifecycle is less easy (at least for me). > > > > > > On Apr 9, 3:09 am, Eddie Ringle <ed...@eringle.net> wrote: > > > > > > > Surprisingly, I don't seem to have issues with the OpenGL side of > > > > > > things (which is very unusual), but my problems stem from getting a > > > > > > clear idea for app architecture and a few other problems. > > > > > > Right now, most tutorials on the net just describe the render > > > > > > portion. > > > > > > I know that when I create a GLSurfaceView and hook a Renderer into > > > > > > it, > > > > > > it uses it's own thread for rendering. > > > > > > > I want to do logic operations and other gameplay stuff (like moving > > > > > > characters and whatnot) in it's own thread as well. Can anyone > > > > > > explain > > > > > > a good approach to this? I'm guessing the two threads will have to > > > > > > be > > > > > > synchronized (do logic, render, repeat), and limited based on time > > > > > > so > > > > > > that it performs smoothly across different devices. -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en To unsubscribe, reply using "remove me" as the subject.