Not sure if this relevant but did you implement your own Time Frame ? Not sure how to call it. But i'll try to explain.
When I first wrote my game, GC, bad implementation, too much allocation would make my game lag. It would just hold still and then a second later start again from where it was. To improve things, I implemented a FrameRate object. This object controls time in my game so that if it hangs, then the game doesn't just restart from where it was when the hang is over, but actually catches up with real elapsed time. I'm not sure if I my explanation is clear but the idea is that if a ball falls on the screen when GC occurs, instead of having the ball stops and then when GC is done, having the ball continue it's course from where it was, in my game, the ball would catch up to where it should be given the elapsed time. It's still not perfect because there is a lag but it allows the player to anticipate correctly where the ball is going to be. This could have been said in less word, and I'm pretty sure it's not news so I apologize. Yahel -- 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