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.
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