Hi Jason, On 7 Gen, 05:11, Jason Arora <jaso...@gmail.com> wrote: > Are you drawing in a separate thread (like the LunarLander example)? > If not and your game is real-time, I seriously recommend switching to > that model.
I don't use a SurfaceView (like LunarLander) but a normal view because in my tests I found it much more stable then the surfaceView. Keep in mind that android was 1.5. With 1.6/2.* things maybe changed, I have to test it. There are no threads in the game apart the one used for loading all the images before the game starts. > > Also, I don't believe you should be seeing a slow-down in > compatibility mode... In my experience, it has worked pretty well. Trust me, with the code structure explained before the frame rate slows down, I tested it on the DROID device at last london android lab. Andrea > On Jan 6, 11:56 am, Andrea <andrea.pai...@gmail.com> wrote: > > > Hi Robert, thanks for the reply. > > Ok the images are loaded as Bitmaps (not drawable) and drawed on the > > onDraw(Canvas c) method of a view. Inside that method I invalidate() > > all the view. So the game runs as fast as it can. The game is using > > dirty rects technique to redraw only the portions of the screen that > > need to be changed. Here is the simply code structure: > > > //on a view > > private void onDraw(Canvas c){ > > > //do staff > > > invalidate(); > > > } > > > if you need some other info, tell me it. > > > a.p. > > > Robert Green ha scritto: > > > > What's your design like? How are you drawing everything? If you tell > > > me that, I can offer some suggestions. > > > > On Jan 6, 9:02 am, Andrea <andrea.pai...@gmail.com> wrote: > > > > Hi > > > > I developed a game with the g1 in my mind. Now I want to support large > > > > screen sizes but I don't want to add in the apk different images for > > > > different screen sizes because now the apk is 3mb and when installed > > > > trought market it became 6mb (due to protection on). If i have to > > > > double the images to support new screens, the apk would be too heavy > > > > (about 13mb, i think) so I'm wondering to know if scaling images at > > > > runtime by myself (without compatibility mode) maybe the best way for > > > > supporting larger screens. Someone tried this solution? Compatbility > > > > mode does a great work in scaling images but it slows down drastically > > > > the framerate (i think because the scale operation is made every time > > > > an image is used/moved and not only once on the load of the image > > > > itself). > > > > > Thanks
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