On Wed, Jul 25, 2012 at 5:50 PM, Jovan Jovanovski <[email protected]> wrote: > So I want to ask you, which way is better to use for a pretty simple game > (showing around 15 objects on screen) ??
OpenGL. As a rule of thumb, canvas can usually handle just a few objects. If you can't use a dirty-rect-based strategy and need to redraw all of your background every frame, my experience is that just blitting a 800x480 static PNG to the screen will tend to kill your framerate - and that's just your clearscreen, you haven't even started to draw you game frame yet. Moreover, if your fundamental game design calls for ~15 objects, chances are that by the time you're finishing you'll be drawing several times more than that - effects, various indicators (score etc.), UI or HUD, health bars, minimap or radar, full-screen postprocessing... You'll definitely need some of those, and you need GL for that. -- 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

