I hate to bump it just to bump it but I'm really in need of some good
suggestions here.

Thanks to anyone who can offer anything new to try.

On Dec 29, 3:13 pm, Robert Green <[email protected]> wrote:
> Hey guys,
>
> I'm really in a bind here.  I've got this new game engine that's
> almost done but the input system is killing me.  I have a virtual
> analog stick on the screen and it works great, especially on Android
> 2.0 (Droid) but on any 1.5/1.6 device, the touching is causing my game
> to crawl.
>
> I know all of the standard stuff - I pipe my input events into a queue
> for my main game thread and then sleep for 16ms which should ensure
> that no more than 60 motion events are dispatched per second.  That
> works fine but even so, just touching the screen, even with my event
> handling code commented out (except for the sleep, of course), drops
> my game from 30FPS to 20FPS.  It's really bad.  I bound some keyboard
> keys to the movement to replace the touch controls for testing and the
> game maintained a great framerate.  That won't work because most
> phones now only have touchscreens so I really need to figure this one
> out.
>
> "Wait for Android 2.0" is not a great answer, either.
>
> So far I've tried;
>
> Activity.onTouchEvent with a 16, 20, 32, 50ms sleep before returning
> Activity.dispatchTouchEvent with a 16,20,32 and 50ms sleep
> Commented out all code except the sleep to test - problem is still
> there, so it's not my hander.
>
> What else can I do?

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