Two thumbs up!

It's fast, not superfast, but there are quite a number of balls in the
pit. I'm impressed.
If this code could get into the native system, into the firmware...

On Apr 1, 2:44 am, Anton <socialhac...@gmail.com> wrote:
>     OK, for anyone interested in my simple physics demo, check out:
>
>    http://www.antonstoys.com/android/BallPit.apk
>
>     It's pretty basic, but it shows that you can do some amount of
> physics on the G-phone at a reasonable rate.  And as always, there are
> many improvements to be made.  :)
>
>     -Anton
>
> On Mar 31, 2:12 pm, Anton <socialhac...@gmail.com> wrote:
>
>
>
> >     I'll definitely post the app tonight for you guys to check out (at
> > work now).  I am an embedded systems programmer by trade.  But I do
> > physics toys for fun and am just getting into Java/Android
> > optimizations.  I will point out that optimizing for Java and
> > optimizing for Android are very different.  As people have pointed out
> > before, the key things to be careful with on Android are memory
> > allocation and floating point math.  I've removed both of these from
> > my physics loop.  I also found that function call overhead was quite
> > large and had to manually inline all of my fixed point math code.  I
> > think that with the correct spatial data structures I can get a couple
> > hundred objects interacting.  I have a 2D rigid body physics engine
> > that is currently all C++ (no exceptions or templates or RTTI or
> > multiple inheritance) that I may port over as well.
>
> >     However, having said all of that, I think it may be the case that
> > we will just have to wait until a native SDK is available to really
> > write a top notch physics engine.  It's sort of the perfect example of
> > a piece of code that doesn't need anything more than libc and JNI
> > bindings.  And since you only call it a couple times per frame the JNI
> > overhead would be well amortized.
>
> >     Anton
>
> > On Mar 31, 9:17 am, mscwd01 <mscw...@gmail.com> wrote:
>
> > > Thanks for your feedback Shaun, I too unfortunately think a bespoke
> > > engine will need to be written for Android, which is a real pity as
> > > the iPhone has several physics engines which can easily handle
> > > hundreds of objects.
>
> > > Having said that Anton (2nd reply) has said he has an engine running,
> > > it would be nice to see a demo of this if that'd be possible?
>
> > > Clark, i'd definately host any .apk's on my own site, I wouldn't put
> > > it on the marketplace if it wasn't a "finished" app - do people
> > > actually do that?!
>
> > > I think i'll stay away from developing games with physics for the time
> > > being and concentrate on something else, I cant see it being feasible
> > > to include it any time soon which is a real pity.
>
> > > On Mar 31, 3:28 pm, shaun <shashepp...@gmail.com> wrote:
>
> > > > I am the author of simpull.
>
> > > > Sorry guys for the demo being out of whack for Simpull to the Core.
> > > > The version of PulpCore that I integrated simpull with did not support
> > > > Chrome, but you should be able to see it in IE, FF Safari.  It is nice
> > > > to take a look at that demo to get a feel for what the engine is
> > > > capable of, but the performance does not translate over to the fixed
> > > > point branch/version of simpull when running on Android.
>
> > > > I ran tests on both the emulator and the actual device and there was a
> > > > significant increase in performance because of the fixed point
> > > > implementation, but I got very frustrated that it still did not
> > > > support the amount of objects in a scene that I considered good for a
> > > > physics-based game.  It seemed to handle ~10 objects moving and
> > > > colliding OK.  It has been a while since I was playing with it, so I
> > > > do not really remember the exact number of objects or the frame rate.
> > > > I mostly remember being upset with it.
>
> > > > I am leaving the physics ideas for games out of the picture when
> > > > thinking Android for now.  Someone would have to write a ground up
> > > > engine with all the performance and memory concerns of Android in
> > > > mind, which was not the case with Simpull.....I created it for
> > > > applets, then thought to port over to fixed-point for Android.  It
> > > > works well with small scenes, but certainly not the staple engine to
> > > > use in my opinion.
>
> > > > Also, Phys2D will not run worth a damn on Android.  I tried it and I
> > > > even went through some heavy performance tuning.  Garbage collection
> > > > is the major issue even after all I did.  I seriously doubt JBox2D
> > > > will run well either.  I'll stick to what I said earlier, a ground-up
> > > > solution by someone smarter than me is probably required.
>
> > > > On Mar 31, 9:49 am, "admin.androidsl...@googlemail.com"
>
> > > > <admin.androidsl...@googlemail.com> wrote:
> > > > > Not tried but if you can provide us with some example source code or
> > > > > put something on the market, I'm sure we could take a look.
>
> > > > > G1 performance is significantly faster than emulator, but there are
> > > > > limitations.
>
> > > > > Particularly with garbage collection and memory allocation on code
> > > > > that gets run continuously in loops, so I don't know how optimised
> > > > > these physics engines are for this purpose.
>
> > > > > Would be interesting to find out though.
>
> > > > > On Mar 31, 12:52 pm, mscwd01 <mscw...@gmail.com> wrote:
>
> > > > > > Oh I forgot to re-ask...
>
> > > > > > "Has anyone tested Phys2D or JBox2D on an actual device to see if 
> > > > > > they
> > > > > > run better than on the emulator?
>
> > > > > > I have a feeling the performance will better on a G1 than the 
> > > > > > emulator
> > > > > > for some reason!
>
> > > > > > On Mar 31, 12:51 pm, mscwd01 <mscw...@gmail.com> wrote:
>
> > > > > > > I did take a look at Simpull, however the demo application failed 
> > > > > > > to
> > > > > > > run as it relied on some library which wasn't supplied or 
> > > > > > > referenced
> > > > > > > to - I just got annoyed after spending two days failing to get 
> > > > > > > Phys2D
> > > > > > > and JBox2D to work in Android and didn't bother trying to work 
> > > > > > > out the
> > > > > > > problems!
>
> > > > > > > I might give it another look though...
>
> > > > > > > On Mar 30, 10:41 pm, Streets Of Boston <flyingdutc...@gmail.com>
> > > > > > > wrote:
>
> > > > > > > > I wonder how well this one works on Android:
>
> > > > > > > >  http://code.google.com/p/simpull/
>
> > > > > > > > -- Anton Spaans
>
> > > > > > > > On Mar 30, 4:58 pm, Anton <socialhac...@gmail.com> wrote:
>
> > > > > > > > >     I have a simple 2D physics engine written and running.  
> > > > > > > > > It uses
> > > > > > > > > the now famous Jacobson physics tricks (Verlet integration 
> > > > > > > > > and hard
> > > > > > > > > constraints).  I can manage 40 balls on the screen, with fill 
> > > > > > > > > n^2
> > > > > > > > > interaction between balls.  I am working on spatial data 
> > > > > > > > > structure
> > > > > > > > > optimizations now to improve the computational complexity of 
> > > > > > > > > the
> > > > > > > > > collision detection code.  I run the constraint update loop 
> > > > > > > > > five times
> > > > > > > > > per frame and get 30 frames per second.  Once the engine is 
> > > > > > > > > up and
> > > > > > > > > running there are no memory allocations done in my program.  
> > > > > > > > > And once
> > > > > > > > > the system settles down from the app launch there are very 
> > > > > > > > > few GC
> > > > > > > > > events from other programs.  Though they do still happen.  
> > > > > > > > > Viewing
> > > > > > > > > LogCat I see a GC every 10 or 20 seconds because of some 
> > > > > > > > > background
> > > > > > > > > application.  But between those events I get a consistent 
> > > > > > > > > frame rate.
> > > > > > > > > I am using OpenGL for my rendering.
>
> > > > > > > > >     -Anton
>
> > > > > > > > > On Mar 30, 1:14 pm, mscwd01 <mscw...@gmail.com> wrote:
>
> > > > > > > > > > Does anyone know of, or have implemented, a physics engine 
> > > > > > > > > > which runs
> > > > > > > > > > smoothly in Android?
>
> > > > > > > > > > I have spent the last couple of days trying Phys2D and 
> > > > > > > > > > JBox2D, however
> > > > > > > > > > both perform very poorly - I am struggling to get even a 
> > > > > > > > > > few objects
> > > > > > > > > > to simulate smoothly as frequent garbage collection spoils 
> > > > > > > > > > it.
>
> > > > > > > > > > One question I do have is will these run smoother on an 
> > > > > > > > > > actual G1
> > > > > > > > > > device or is the performance of the emulator accurate?
>
> > > > > > > > > > Thanks- Hide quoted text -
>
> > > > > > > > > - Show quoted text -- Hide quoted text -
>
> - Show quoted text -
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