I agree. I think Android's complete lack of OpenGL documentation
(explaining the differences between phones, how to optimize, etc...)
shows that they really aren't dedicated to Android as a gaming
platform. The Droid's hardware supports OpenGL ES 2.0, and there's no
way to access it. What could have been an awesome gaming device was
stunted by the lack of lead time for developers and the lack of an API
to use the hardware. I mean, check out this 62 page PDF describing
best practices for OpenGL on the iPhone. I think developers really
need this sort of stuff to turn good games into great games!
http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/OpenGLES_ProgrammingGuide.pdf

I've done some work with the NDK and I would highly recommend using it
if you need to render complex scenes. Since all the OpenGL calls in
the Android Java SDK are passed through to an underlying C library,
those calls (gl.glBindTexture..., etc) are _slower_ than most Java
function calls. The NDK will tear though OpenGL rendering code because
you're directly calling C functions. It's a great option - especially
if you're porting a game from another platform.

- Ben

On Dec 4, 3:47 am, Piotr <[email protected]> wrote:
> You got the fastest one.
>
> I really do not believe, that good 3d games on Android are possible.
> Java is too slow for that, especially that it has garbage collector,
> that can slow down your loop a few times in a second.
>
> To get decent framerate, you must use a lot of tricks, for example
> allocating everything before loop start.
>
> Imo it is not worth it. Besides, no one knows even one example of
> game, that makes money on market. You can't even get your money back
> for development time.
>
> Android is more business, than entertaining device. Graphics support
> in terms of features is strong, but performance is very low.
>
> For example. I have tested Canvas performance on WinMo lately to draw
> 2d polygons (C++) for GPS map view purposes.
>
> On Asus P535 I can get 5000 areas drawn / sec. Similar code on HTC
> Magic, and I barely get 10 / sec.
>
> If I'd like to create a game, then I could look for better platform
> for that: iPhone or Zune HD.
>
> On 4 Gru, 05:13, Ian Dunlop <[email protected]> wrote:
>
>
>
> > Can anyone offer any advice?

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