on the NexusOne or other Android devices that report
multiple pointers? My strong suspicion is that this is hardware -
firmware related, not Android platform-related. That raises an issue
of how even to document the problem.
Peter
On Jan 30, 7:49 am, Mario Zechner badlogicga...@gmail.com wrote:
Hi
I also had to fight this problem for a racing game. As Robert
suggested, average your delta times, it's the only way you can smooth
things out. I use a window of 5 frames per second for which i sum up
the delta times and divide by the number of frames. An example
15ms, 15ms, 33ms, 15ms, 15ms will
Hi,
I have a larger 512x512 32-bit ARGB Bitmap loaded from a PNG in my
application. I traverse each pixel in this bitmap as follows:
int height = bitmap.getHeight()-1;
for( int y = 0; y bitmap.getHeight(); y++ )
{
for( int x = 0; x bitmap.getWidth(); x++ )
{
int pixel =
Well, there seems to be a bug when specifying a different Format in
the Options of BitmapFactory.decodeStream(). I specified ARGB and
it didn't complain. On 2.0 it worked, on the G1/MyTouch it didn't.
Maybe i'll file a bug about this.
On 2 Feb., 15:46, Mario Zechner badlogicga...@gmail.com
i'm working a prototype game that has a very similar setup to yours. I
have a 2048x2048 big background texture which i load in 32-bit argb
mode (i have yet to discover what format to use for 16-bit rgb 565,
png doesn't support it, didn't care yet though). I split up this big
thing into 256x256
@Kevin
I can easily see wheter something runs at 30 or 60fps.
http://www.gamasutra.com/blogs/RadekKoncewicz/20100106/4021/Framerates_Do_Matter.php
is an interesting article on the matter
@Federico
The thread over at
Hi,
i'm currently investigating multi-touch support on = 2.0 devices,
testing it on a motorola milestone. The multi-touch API seems to be
very well thought out and processing the respective MotionEvents is
really a piece of cake.
I want to use multi-touch as an optional input method for a small
hardware (the fact it's a 2x1D device and not a 2D
device).
--
Luke Hutchison
On Jan 28, 7:06 pm, Mario Zechner badlogicga...@gmail.com wrote:
It seems Toon Warz, another game usingmultitouchalso has some issues
on N1 and Droid. Can others confirm the problem with the code posted
above
@Ralf
The code looks ok. The only differene to my code is that i don't
overwrite GLSurfaceView but instead register an OnTouchListener with
the surface view. Just in case, maybe you could try that as well? You
example should be easily adaptable. Maybe Robert can try your code on
his N1.
@Kevin
the things I've produced just aren't cpu intensive for me to
notice the dip in frame-rate. That said I've not kept a close eye on
it after I got to where it was smooth to me.
On Jan 26, 9:28 pm, Mario Zechner badlogicga...@gmail.com wrote:
@robert, i'd be more than willing to contribute
It seems Toon Warz, another game using multitouch also has some issues
on N1 and Droid. Can others confirm the problem with the code posted
above? Did anyone arrive at a solution? This is a pretty bad situation
for game developers as nothing freaks users more out than bad
controls. I think the
at me calling me incompetent
when it's really a problem with the Android framework (not that i
implement everything perfectly, far from it :). In short Android is
awesome i just wished it was more game dev friendly).
On Jan 28, 4:24 pm, Mario Zechner badlogicga...@gmail.com wrote:
@mrchaz
I check
, 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.comwrote:
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
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.comwrote:
I'm not Robert but I can at least confirm that a depth buffer with 24
bit is optimal
as on the droid.
On 27 Jan., 11:33, Mario Zechner badlogicga...@gmail.com wrote:
@robert. i'm curios wheter you succeeded in implementing proper
multitouch controls. I planned on going the 2.0 root myself for the
racer, having all controls on screen but that didn't work out as
expected. see this
threadhttp
@Ralf
that is very strange behaviour i wouldn't expect from a Nexus One. I
have to admit that i only own a Droid so i can't confirm it for the
N1. Would you mind putting an apk with your test application up
somewhere, for example at http://www.file-pasta.com, and add log cat
output so we can
. Very strange indeed.
On 27 Jan., 14:23, Mario Zechner badlogicga...@gmail.com wrote:
@Ralf
that is very strange behaviour i wouldn't expect from a Nexus One. I
have to admit that i only own a Droid so i can't confirm it for the
N1. Would you mind putting an apk with your test application up
How does your onTouch method look like? Are you synchronizing on som
object instance?
On 27 Jan., 16:28, Ralf Schneider li...@gestaltgeber.com wrote:
2010/1/27 Mario Zechner badlogicga...@gmail.com
@Ralf
that is very strange behaviour i wouldn't expect from a Nexus One. I
have to admit
...@android.com wrote:
On Tue, Jan 26, 2010 at 4:20 PM, Mario Zechner badlogicga...@gmail.comwrote:
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
@Ralf
that doesn't look suspicious at all. I guess we'll have to wait for
Robert to chim in.
On Jan 27, 7:45 pm, Mario Zechner badlogicga...@gmail.com wrote:
Nice, there goes another myth. I read about recycling the MotionEvent
at a couple of places on the net. Thanks for clearing that up!
I
Green rbgrn@gmail.com
So Ralf,
Is that really what you have for your touch handling? Nothing - and
you get that slowdown? Can you test with a Thread.sleep(16) in there?
On Jan 27, 3:01 pm, Mario Zechner badlogicga...@gmail.com wrote:
@Ralf
that doesn't look suspicious
characters so performance isn't too bad.
To be honest, my biggest performance problem is simply the touch slow-
down issue on Android 1.5/1.6.
On Jan 24, 7:44 pm, Mario Zechner badlogicga...@gmail.com wrote:
Hi,
i'm currently writting a small game that uses a tile based approach to
render
And yes, the touch slowdown also sucks a lot. I use 30ms for the racer
i linked to above and it is still noticeable.
On 26 Jan., 19:44, Mario Zechner badlogicga...@gmail.com wrote:
I can share your experience on the Droid/Nexus One. Interestingly the
HTC Hero performs better than the droid
@robert, i'd be more than willing to contribute to such a best
practices/common pitfalls site for opengl and game development on
android. I will also send you the code for the racer, boiled down to
just rendering the racer itself so you can see and test the effect. In
light racer 3d this effect is
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
101 - 125 of 125 matches
Mail list logo