Yes, and this is because they do not use any GL10 methods. All game is one big jni lib with tiny wrapper of java classes ontop. The only question is: how did they manage to access gl from jni?
Dmitry On 1 авг, 00:15, Nightwolf <mikh...@gmail.com> wrote: > I think things aren't that bad. Take a look at Armadillo Roll. > Checking DDMS showed that GC was't invoked during watching demo flyby > and playing the game for 3-4 minutes. > > On Jul 29, 12:57 pm, Paul Thomas > > <dr.paul.thomas.android.st...@googlemail.com> wrote: > > Thanks for your helpful comments, everybody. > > > 2009/7/28 smartpixgames <smartpix.ga...@gmail.com>: > > > > In general, it's very frustrating that we have a good hardware useful > > > for gaming, but a bad realization of very critical things for > > > 3D-gaming and now it's almost impossible to develop quality 3D-games > > > for Android... > > > Yes, agree completely. The hardware is quite fast, and we want to > > encourage everybody to program in Java for cross-platform > > compatibility. > > > I think there needs to be a fast rendering path on OpenGL ES 1.0 > > without needing extensions as support for 1.1 is not guaranteed. > > Seems clear that gl.glVertexPointer / gl.glDrawElements must be fast > > as this is the obvious combination that anybody will try first. > > > Could somebody at Google bump the priority of this a bit? It looks as > > though that patch might still need work according to the code reviews. > > > Thanks > > > Paul. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en -~----------~----~----~----~------~----~------~--~---