Cameron,

Are you using time-based movement or frame-based?  Would you mind
sending me an APK?  I can check it out for you and maybe help out a
little with some suggestions.

On Jul 22, 3:16 pm, Cameron <cameron.m.john...@gmail.com> wrote:
> Thanks for the reply Matt,
>
> I have used the DDMS in Eclipse to see if there is any GC that happens
> and nothing that belongs to my thread. There are some but those are by
> the Android system itself.
>
> I have also optimized the hell out of this game following all of the
> examples from google and other forums.
>
> I do exaclty what you said with the adding new monsters example on the
> go but it doesn't seem to great any GC events. I will preload them
> like you suggested and see what happens.
>
> Also I will try to use the uptimeMillis(). Right now im using "now =
> System.currentTimeMillis();"
>
> On Jul 22, 1:07 pm, Matt <matthew.quig...@gmail.com> wrote:
>
>
>
> > Well, it sounds like the frame rate goes down intermittently because
> > of the garbage collector.
>
> > First of all, you should not be doing any object creation during your
> > game loop.  This way there is never any need for a GC.
> > 1. Create all of your objects before hand.  For example,
> > Monster[] mMonsters = new Monster[Monster.MAX];
> > setup() {
> >  for (int i = 0; i < mMonsters.length; i++) {
> >   mMonsters[i] = new Monster();
> >   mMonsters[i].used = false;
> >  }
> >  ...}
>
> > Instead of creating a new monster every time one comes into play, just
> > set its used flag to true (and set it to false, instead of deleting
> > it, when the monster is done).
>
> > 2. Use android.os.SystemClock.uptimeMillis() when limiting your FPS.
> > Basically what you want to do is keep track of each game tick, and if
> > it hasn't been 1/30 seconds yet, sleep for the remaining time.
>
> > 3. Google "java game optimization".
>
> > -Matt
>
> > On Jul 22, 3:46 pm, Cameron <cameron.m.john...@gmail.com> wrote:
>
> > > I based my game off of the lunar lander demo, although heavily
> > > modified, and I can get around 40-50fps but the problem is it
> > > fluctuates between 40-50fps so much that it causes the moving graphics
> > > to jitter! Its very annoying and makes my game look really shitty when
> > > in fact its running at a good frame rate.
>
> > > I tried setting the thread priority higher but that just made it
> > > worse... now it will fluctuate between 40-60fps...
>
> > > I was thinking of limiting the FPS to about 30 so that it will be
> > > constant. Is this a good idea and does anyone else have experience or
> > > a different solution?
>
> > > Thanks!
>
> > > PS: If you have an example of limiting or creating constant FPS that
> > > would be helpful. I've tried it before but never got it quite right.

-- 
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

Reply via email to