A little more info (I missed that the app has been changed to use a SurfaceView) -- the call to lock will block if you are running faster than the maximum frame rate. See here:
http://code.google.com/android/reference/android/view/SurfaceHolder.html#lockCanvas() On Oct 28, 2:03 pm, "Stoyan Damov" <[EMAIL PROTECTED]> wrote: > On Tue, Oct 28, 2008 at 7:44 PM, PorkChop <[EMAIL PROTECTED]> wrote: > > > My emulator gives a result of 543.94 bogomips, better be careful > > coding games otherwise they are going to end up sucking on the actual > > device! > > > Speaking of which, has anyone noticed Lunar Lander's "game loop". It's a > > real WTF to me: > > while (running) > { > updatePhysics(); > draw(); > > } > > No shit batman? At what FPS? The max possible on the device? Redrawing a > frame possibly hundreds of times per second w/o the physics even being > updated at all? > I expected to see some sort of a game loop with constant game update rate > and some target FPS (not precise of course) and some sleeping eventually so > CPU's not utilized at 100% because this is a MOBILE DEVICE for crying out > loud, and this sucks battery, and the sample is supposed to be a "reference" > implementation with best CODING practices, etc. (i.e. fuck graphics, > gameplay, etc.), *right*? > > Cheers --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---

