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.

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