Going with OpenGL increases the complexity of the game as you now have to deal with activity life cycle issues and drivers. You also now have to manage creating and loading textures. All these things can be managed of course but they will have to be managed and hence will require more effort on your part.

I have released Freddy Jump, Freddy Falling and Wrath all using regular canvas calls. They all have lite versions if you want to check them out. None of these games have a performance problem AFAIK but they are pretty basic.

If your game requires sprite scaling or rotations, then I think you should consider OpenGL. Freddy Jump has rotations on Freddy but the scenery is sparse. If you're just starting out I would strongly suggest making a simple game that uses Canvas.

Leigh

On 1/8/2011 3:58 PM, brian purgert wrote:

What about drawing multiple background layers
On Jan 8, 2011 2:42 PM, "brian purgert" <[email protected] <mailto:[email protected]>> wrote:
>
> Thanks I started watching that video,
>
>
> On Sat, Jan 8, 2011 at 8:37 AM, Miguel Morales <[email protected] <mailto:[email protected]>> wrote:
>>
>> You should watch this:
>> http://www.google.com/events/io/2009/sessions/WritingRealTimeGamesAndroid.html
>>
>> On Fri, Jan 7, 2011 at 8:34 PM, brian purgert <[email protected] <mailto:[email protected]>> wrote: >> > So I was just wondering is openGL better in terms of making a 2dgame. does
>> > it render faster then if I were to draw on a Canvas....
>> >
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>>
>> --
>> ~ Jeremiah:9:23-24
>> Android 2D MMORPG: http://developingthedream.blogspot.com/,
>> http://www.youtube.com/user/revoltingx
>>
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