If you're using the render-continuously mode, she'll go as fast as she
can go.  60FPS if you're doing easy HW-accel 2D or very basic 3D.
I've never seen over 60FPS.  It's probably vsynced to that.

I like to use a shared object called the World to pass between my
logic thread and renderer thread.  Logic updates world, renderers
draws it.  Simple!

I keep a simple boolean isLocked on the World and synchronize the
calls to getLock() and release().  You will want to set a max rate for
your logic thread to run and have it figure out how many MS to sleep
for.  I didn't do that the first time and mine would run at 200-300fps
while rendering at 30-60.  That was a big waste of CPU cycles :)  None
of my code does that anymore.

On Dec 14, 9:58 pm, Jeremiah Sellars <[email protected]> wrote:
> 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

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