So I kind of already figured it out. But I would like to make sure I have it set up right. I think I already want to change some things because now I have the game loop in the GLSurfaceView class that I'm using, input included. I have a feeling that having the input AND game loop in the same thread is kind of a no no if I want things to be smooth. Am I right in assuming this?
Also, I'm having issues with certain things in OpenGL. I have a camera class set up which does zooming, rotation, etc. On the emulator, zooming works just as intended. But when I zoom in on my HTC Hero, all the sprites disappear. Is there something I need to enable/disable to get that going? Thanks. On Jan 7, 11:31 am, MavisPuford <[email protected]> wrote: > Hello there, > > I have some experience with normal views and things for android (I > have an app in the market) and I've been programming for a while > (Java, C#, made some XNA stuff), but I've never really touched OpenGL > until recently. I'm working on my own game engine to make things > easier for future games I'm planning on making. The only problem is > drawing things on a SurfaceView doesn't seem to get the results I > desire (aka, low frame rates with only 10-20 objects on screen). > > So I'm looking into converting all the graphics part of the engine to > OpenGL ES. I cannot for the life of me figure out where to throw the > code in though. I followed this guy's tutorials for a bit to get a > feel for it: > > http://www.droidnova.com/android-3d-game-tutorial-part-i,312.html > > Here's how my engine is structured (without OpenGL): > - I have the main activity, which handles built in android menu stuff > and then I set the content view to my GameView. > - The GameView (SurfaceView) class also has a GameThread that does all > the game updates and input/drawing/sound. > - Then other stuff like a Sprite/Pawn/Player class etc. > > I noticed in the OpenGL tutorial I followed that the Renderer runs in > its own thread. I haven't had to deal too much with threading yet but > I do know that it takes some work for threads to communicate with each > other properly etc. Do I need to eliminate the GameThread I had going > and throw all the code in a Renderer? I'm kind of stumped. Any help > would be appreciated.
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