Its gonna take some time before games run great on the Droid, google
hasn't done a great job giving developers the tools they need to
properly test and develop for the 2.0 firmware.

On Nov 11, 7:21 am, niko20 <[email protected]> wrote:
> Hi,
>
> This is just an observation I had yesterday. I go myself a DROID now,
> and last night I was pulling down several different games that have
> good ratings to try them out.
>
> I have to say, Im actually pretty disappointed right now, I know
> android should be able to perform better than this, although I will
> admit yes, its still quite new in the gaming department.
>
> I am not ranting or anything here. Yes I know that if I wanted a
> better game than I should code one, I'm just making an observation
> here. Please bear with me.
>
> Firstly, several of the games I downloaded were just "slow", or laggy.
> Maybe its the touch screen input that messed with them I don't know.
> But I wouldn't consider them very fun because they didn't really
> "feel" responsive. I'm not sure I should name any games outright so I
> don't annoy their developers. But some had touch screen controls,
> which I found didn't seem to respond very well. Even some of the word
> games where you draw across the letters to make the word didn't really
> respond as nicely as they could have (IMO).
>
> Others worked ok except they would have frequent slowdowns if too much
> was going on the screen at once (to be expected).
>
> Others were sort of ugly, because they combined their own graphics
> with android's built in GUI graphics (note to game devs, you want a
> hit game? Write all the graphics yourself, even the menu screens, it
> just will look better)
>
> The main reason I post this is because as android devs, we really need
> to step up our game a bit here. Looking at a lot of these games, I see
> two main problems: 1. The were never tested on a real device.  2. They
> have not been optimized in any way that I can tell.
>
> Ok first problem I'm also guilty of, so I'll let it slide. Not
> everyone can afford a real device. But face it, that will be a
> roadblock to really making the game perform as well as it could. Maybe
> you could write the next hit without one, but I think your chances are
> a lot smaller, since you won't be able to test out the touch interface
> as well, etc. It does make a difference to try it on a real device, I
> learned that myself!
>
> Second problem: It's sad to me that the Super Nintendo Emulator loaded
> with a Metroid ROM performs awesomely, but yet no "native" android
> game comes even close to that performance (of games that I have
> tried), as far as speed, animation, and overall responsiveness. Now,
> I'm sure the devices we have are at least as fast as a super nintendo
> was, if not faster. And while I know we are programming in java, not
> in machine code, that Super Nintendo Emulator seems to work fine, so
> what are they doing behind the scenes to draw the screen?. So that
> means if you wrote a game to be optimized, wrote it as though it was
> on a lesser platform, it should run great on android. Maybe just use
> smaller images, and draw to a smaller bitmap in memory, and stretch
> it. Even if it looks a bit pixelized, if the game is fast and has good
> response, people will enjoy it. I know I actually like that pixelated
> look, it gives games that nice retro feel. For newer games OpenGL
> probably has to be used to make it fast enough.
>
> Also, as a side note, those old school nintendo games - Metroid for
> example, would take at least 8 hours or so to complete (maybe not if
> doing a speed run), and it was only around 8MB in size, even with all
> the sounds and animations. I'm pretty sure if a game came out like
> that for android it would still be a big hit (a game that was as fun
> and responsive and enjoyable as the metroid series), even if the
> graphics weren't "Multi pixel shaded OpenGL god given awesomeness".
> Remember gaming experience is all about the feel of the game, not just
> how pretty it is (but it better not be ugly either).
>
> I think what leads into the second problem are two issues: we are
> programming mainly in java, and also the "newbieness" of most java
> programmers. Honestly I dont think anybody that had to learn java ever
> had to take time to optimize. We just throw the code at the computer
> and let it chew through it. I mean Java itself doesn't leave a ton of
> room for "improvement" in itself. However, as devs we really need to
> start thinking as the old-school programmers did, of "how can I make
> this faster", or "use less memory".
>
> Don't come out against me and say I'm wrong about having all these
> developers that don't know about optimization because they have never
> had to do so in their life - just search the forums for all the devs
> that have problems wanting to display a 2048*2048 bitmap and have it
> scroll, and they don't know how. To dev's that have been around a
> while, that have had to work on less than stellar platforms, they know
> how to code that to be fast (chop the bitmap up into tiles, only draw
> tiles needed, etc, probably even some ways I dont even know about yet
> too).
>
> What we really need is to refocus on how to write small fast programs.
> It's really become a lost art of sorts over that past years, because
> computer power has increased so much nobody thinks of it. But on
> mobile devices we need to! And having all these Java trained guys
> fresh out of school isn't going to solve that problem! Guys, you
> really need to go back to basics and focus on the hardcore numbers of
> performance. I don't mean that to offend anyone, but only to help
> awaken everyone (including myself), that this is really an interesting
> field of study and it will be worth the effort! Back in the day (no,
> I'm not that old yet), programmers had to work to get things to run as
> fast and smooth as possible, but we've been able to take that for
> granted for a while now.
>
> Maybe if some of the games I tried switched to using OpenGL instead of
> SurfaceView they might have faster performance, and agreed, that
> wasn't available as easily for a while. Also, we don't have native
> access to audio yet, so that also can slow us down. I'm sure the
> gaming in android will improve over the next year, but I just wanted
> to share my current observations on what I see going on right now. I
> hope we as devs can overcome java, and android, and work on optimizing
> our games to work smoothly, respond quickly, and look great.
>
> -niko

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