Thanks for the input guys. Lance, good point about users using the controls in unexpected ways. This actually happened to me for my first release, but I have since resolved those issues and users are quite happy with the current control scheme. In addition, I have already implemented the Sleep() in dispatchTouchEvent() trick for preventing the flood of touch input events.
>From what you guys have said so far, it really does seem like the main problem is the GC randomly executing from other processes. This seems to be a big issue for real-time games on the platform. I actually noticed that most of the top paid games on the Android market aren't real-time games... I guess this is due to lag issues dragging down the ratings. The way I see it, there are several possible solutions in the future: 1) Improved virtual machine with less intrusive GC (concurrent/ incremental). 2) Add in a "game mode" along the lines of what Robert suggested above. In any case, having the GC "stop the world" at random points in time is really a blocker right now for real-time games. Google, do you have any plans to address this in future Android releases? -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en