Anton, thanks. Very interesting.
On Fri, Apr 3, 2009 at 2:24 AM, Anton <socialhac...@gmail.com> wrote:

>
>    Check out
> http://android-developers.blogspot.com/2009/02/track-memory-allocations.html
>
>    Romain Guy points out in this post that the android garbage
> collector cannot optimize small short lived objects.  These are
> exactly the sort of objects that could be created in a physics engine
> when it needs to generate dynamic collision constraints.  A good
> solution in this case is to use a pool of constraint objects because
> they are all going to be the same size/object.  The best solution in
> my mind would be for the compiler to do escape analysis on the objects
> and stack allocate them when it sees that they will never escape the
> function.  I have been told that the Java byte code can't reference an
> object on the stack.  It's possible that the Dalvik byte code can, I
> don't know.
>
>    I don't have a reference for this, but I assume that Dalvik's
> inability to optimize small short lived object comes from the fact
> that it uses a mark and sweep GC.  On all of my profiling, I see the
> GC take at least 100ms to run.  For a game that means you miss from
> three to 10 frames of animation and it makes for a pretty noticeable
> hick up.  And I don't think it's my application that is causing the
> garbage collector to fire.  Unless the OpenGL ES calls do some memory
> allocation, which is entirely possible.  I realize that any background
> task could move to the run queue and take some time away from my
> engine, it just happens to be the garbage collector most of the
> time.  :)
>
>    So the result is that the Garbage collector is problematic for me
> in two ways.  First, it's not optimized to deal with the sort of small
> objects that tend to make for good encapsulations of mathematical
> types (like Fixed point number classes or Vector or Matrix classes).
> And secondly it takes a long time to run when it does garbage collect,
> resulting in dropped frames.
>
>    -Anton
>
> On Apr 2, 3:32 pm, Mariano Kamp <mariano.k...@gmail.com> wrote:
> > It's maybe a bit off topic, but how do you know that Android's gc is
> > rudimentary? Have you got a link handy?
> > I only found this:
> http://developer.android.com/guide/practices/design/performance.html
> >
> > On Thu, Apr 2, 2009 at 11:59 PM, Anton <socialhac...@gmail.com> wrote:
> >
> > >    Shaun, thanks for checking it out.  Yah, I agree that the real
> > > complexity of a physics engine comes from joints and contact
> > > constraints.  The constraints in my demo are simple minimum distance
> > > constraints.  I have a 2D rigid body physics engine that I'm thinking
> > > more and more about porting over to Android as well.  This demo was
> > > more of a calibration for myself to see how much computation I can do,
> > > and what optimizations lead to the largest improvements.  I'll
> > > probably turn it into a fun toy for the Market and then look into
> > > rewriting my rigid body engine for Android.
> >
> > >    Reading through Simpull I noticed that you allocate a new Vector3f
> > > in your Verlet update routine.  I think that will be a killer on the
> > > Android platform because of it's rudimentary garbage collector and
> > > limited RAM.  My solution was to allocate an array of fixed point
> > > numbers, four per ball.  Effectively a vector pool that didn't require
> > > any management because the number of balls never changed.
> >
> > > On Apr 2, 6:31 am, shaun <shashepp...@gmail.com> wrote:
> > > > I took a look at Anton's demo on a G1 device, and I was glad to see
> > > > the integration of accelerometer as it really added value.  I assume
> > > > the calculations for collision detection and response are fairly
> > > > basic, which allows for that performance.
> >
> > > > Simpull will also provide good performance for a scene of that nature
> > > > (all verlet, no joints).  At least I believe it will.  The point
> where
> > > > simpull becomes slow is when a more complex scene is in play with 10s
> > > > of objects with many joints connecting some of them.  Since the
> engine
> > > > is all verlet and no rigid body dynamics, joints are one way to
> > > > acheive a similar result, but with a very bad performance hit due to
> > > > all the new temporary objects and new calculations.
> >
> > > > I would be super impressed to see a demo like Anton's with rigid body
> > > > dynamics involved with at least some rectangles, if not other
> polygons
> > > > and perhaps a joint or two.  That is where the performance degrades
> > > > quickly in my experience.
> >
> > > > On Apr 1, 2:45 pm, mscwd01 <mscw...@gmail.com> wrote:
> >
> > > > > Thanks Lajos for pointing APE out, I hadn't heard of it until now.
> >
> > > > > Unfortunately your link to your Android port is broken, can you
> mend
> > > > > it as I dont fancy spending another hour porting another library to
> > > > > Android :D
> >
> > > > > Thanks
> >
> > > > > On Mar 31, 9:50 pm, lkelemen <tridc...@gmail.com> wrote:
> >
> > > > > > Hello everyone,
> >
> > > > > > I was also disappointed with jbox2d's performance so I checked
> APE
> > > > > > (Actionscript Physics Engine) fromhttp://www.cove.org/ape/.
> > > > > > It was converted to java (http://www.cove.org/ape/java_ape.zip)
> so I
> > > > > > started to convert the java version to Android.
> >
> > > > > > The performance is quite OK for 10-20 objects at the first start
> of
> > > > > > the app but if you exit with the back key and restart it form the
> > > > > > installed copy
> > > > > > (either in the emulator or on the dev phone) then it gets slower
> and
> > > > > > slower with each start. If you restart it from the emulator (by
> > > > > > reinstalling it) then it is faster again.
> > > > > > Neither the pressed keys are not working (probably it is because
> of
> > > my
> > > > > > poor Android programming knowledge).
> >
> > > > > > Here is a zipped Android project of it. Please experiment with it
> and
> > > > > > send results to here i.e. is it slow for you also after
> re-re-re-..
> > > > > > staring?www.kotiposti.net/lkelemen/android/testape2d.zip
> >
> > > > > > thanks
> > > > > > Lajos Kelemen
> >
> > > > > > On Mar 31, 9:26 pm, shaun <shashepp...@gmail.com> wrote:
> >
> > > > > > > I started going down the path of Object pooling.  It seemed the
> > > only
> > > > > > > solution when taking an existing engine and making work on a
> > > resource
> > > > > > > constrained system like Android on a phone.  Determining the
> > > strategy
> > > > > > > for returning objects to the pool proved quite tough for me.  I
> > > have
> > > > > > > no doubt there are some experts on embedded systems programming
> > > with
> > > > > > > tons of experience with object pooling.  We just would be too
> lucky
> > > if
> > > > > > > that person(s) was also experienced with Java, physics engines
> and
> > > had
> > > > > > > a passion for open source and games!  Is that too much to ask?
> > >  LOL!!
> >
> > > > > > > On Mar 31, 12:17 pm, 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 ofsimpull.
> >
> > > > > > > > > Sorry guys for the demo being out of whack forSimpullto the
> > > Core.
> > > > > > > > > The version of PulpCore that I integratedsimpullwith 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 ofsimpullwhen 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 withSimpull.....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 atSimpull, 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
> >
> > ...
> >
> > read more ยป
> >
>

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