I suppose I should add... that my background is homebrew for Nintendo DS and coding in C. The game loop would generally just include a call to wait for the screen's vertical blank and that was ~1/60th of a second. It couldn't be relied upon totally for timing, but as long as you weren't running really intense operations it was fine. DS Homebrew is substantially closer to the hardware and the combination of learning Java, OOP concepts, working with a very large API and applying everything to a new platform is causing me to ask some likely stupid questions.
Anyway, I hope someone can find a moment to help. Thanks again, Jeremiah On Dec 14, 3:51 pm, Jeremiah Sellars <[email protected]> wrote: > Hello everyone, > > Continuing to tackle a game project, I've learned tons and have tons > more to learn. > > From what I've picked up, a "proper" game would have at least 3 > threads. The main activity thread which would likely double as the UI > thread, the GL Renderer thread which is setup automatically with the > GLSurfaceView.Renderer and then a Game Logic thread. As I understand > it, I'll need to make sure to setup a sleep timing in the game logic > thread to have it behave correctly, but what I'm not sure on is at > what timing is the Renderer thread working at? Exactly how often is > onDrawFrame() being called? > > Thanks everyone! > Jeremiah -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

