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 -- 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

