Tried it on my Milestone. Pretty neat. The fps degrade to around 12-15
after some time (essentially when the big plate starts to touch the
ground completely) probably due to there being a lot more contact
points then. Also, the garbage collector is getting a fair amount of
work to do every 5 seconds or so. I don't know much about JigLib but
maybe you could make it so that it uses JStackAlloc. JBullet uses that
library and has no garbage collection at all. I put together a simple
JBullet demo a while back, you can find information on that at
http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=81. I do not
recommend using a pure Java based physics library at this point for a
full featured game unless the scene is really really simple. Consider
using bullet via the NDK.

You get extra points for implementing the activity life cycle
correctly :)

On 15 Mrz., 15:43, Marc Lester Tan <mail...@gmail.com> wrote:
> Works well on my Nexus One. Cool!
>
> On Mon, Mar 15, 2010 at 10:25 PM, Kevin S. <dada...@gmail.com> wrote:
> >   I've completed my first Android application.   It as 3D demo with a
> > physics engine.   It uses the phone's accelerometer so that you can
> > shake the world by moving the phone around.   There are  options to
> > adjust things like gravity, friction, and elasticity.
>
> >  The physics engine is a 100% Java port of the open source JigLib
> > physics engine.
>
> >  However, I only have a Motorola Droid, and I don't know if it will
> > work on any other phone.   The project is set to use Android 1.6.
>
> >  Before I put it in the market, I was hoping to get some feedback
> > from the developer community here.
>
> >  If anybody is interested in 3D stuff or physics simulation, you can
> > give the app a try.   The link is on the follow page.   There is a
> > screen shot there so you can get an idea of what the app is.
>
> >http://www.pieintheskysoftware.com/menuitem-resources-pie-3d-physics-...
>
> > -Kevin
>
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