Robert,

Silly question, but how do you get input to the logic thread? I have
to get sensor and touch data from the main Activity class and somehow
get it to the logic thread.

Current program flow is as follows:
onCreate() -> GameView() -> World() & Renderer() & GameLogic()

On Apr 9, 3:24 pm, Robert Green <[email protected]> wrote:
> Eddie,
>
> Yes, that'll do the trick.
>
> As far as the multiple threads goes, sure you can drive your logic off
> of the call to onDrawFrame but there is a situation in which having a
> separate thread makes sense:
>
> After onDrawFrame, the rendering thread is finishing/swapping.  That
> can actually take a decent amount of time to do in certain cases and
> most of it is happening on the GPU, especially on a device like the
> Droid which has a discrete CPU/GPU.  During that time, the CPU is
> available and can be used on the logic thread.  Properly implemented,
> in a heavy scene you can get some or all of the logic processed before
> the rendering thread is ready again, which is why I favor it.
>
> My question is:  onDrawFrame is only called once the GPU is ready for
> another draw.  Why waste those precious GPU idle moments just doing
> CPU stuff like physics and collisions?  You can maximize with another
> thread.
>
> Also - 2 (game and UI) or 3 threads (game logic, rendering and UI)
> does make sense because you never want to block the UI thread in
> Android.  Get out of its way as fast as possible!  :)
>
> On Apr 9, 1:58 pm, Eddie Ringle <[email protected]> wrote:
>
>
>
> > Is it as simple as:
>
> > In GameView.java (my custom GLSurfaceView class):
> > World _world = new World();
>
> > GameRenderer _renderer = new GameRenderer(_world);
>
> > In GameRenderer.java:
> > public World _world;
>
> > public GameRenderer(World world)
> > {
> >     _world = world;
>
> > }
>
> > In GameRenderer.java, _world would now have the address of world,
> > which is the address of GameView.java's _world, right?
>
> > On Apr 9, 2:49 pm, Eddie Ringle <[email protected]> wrote:
>
> > > One more thing question and I think I will be set. Coming from a C/C++
> > > background, I enjoyed the use of references. I know that there is a
> > > way to pass the reference by value in Java, but am not quite clear on
> > > how. Could I, for example, create my World object, then pass that
> > > object to the renderer and logic objects when I create them? I did a
> > > small bit of reading on this topic, but still am not quite sure.
>
> > > On Apr 9, 1:55 pm, Robert Green <[email protected]> wrote:
>
> > > > Yeah, you're going to want to model your game like you would model the
> > > > real world:
>
> > > > class World {
> > > >   public Player player;
> > > >   public Enemy[] enemies;
> > > >   public int timeLeft;
> > > >   public int level;
> > > >   //etc..
>
> > > > }
>
> > > > Then you update the world (usually by calls to player.update,
> > > > enemy.update, etc) from your logic thread.
>
> > > > Then what I like to do is separate the rendering stuff from the
> > > > simulation so that I have renderers for specific things:
>
> > > > class PlayerRenderer extends BaseRenderer {
> > > >   // knows about player geometry, knows how to draw the player and
> > > > anything player-related..
>
> > > > }
>
> > > > Then in my main Renderer, I just call out to the individual component
> > > > renderers:
>
> > > > class WorldRenderer implements Renderer {
> > > >   onDrawFrame(GL gl) {
> > > >     // clear, set up projection, etc
> > > >     playerRenderer.draw(gl, world.player);
> > > >     enemyRenderer.draw(gl, world.enemies);
> > > >     // etc..
> > > >   }
>
> > > > }
>
> > > > And that's how I do it.  I have just a little bit of initialization
> > > > communication from the Renderer side to the game logic so that we can
> > > > set up positioning of touchable UI components but otherwise it's
> > > > always GameThread updates World, WorldRenderer draws World, repeat.
>
> > > > On Apr 9, 11:25 am, Eddie Ringle <[email protected]> wrote:
>
> > > > > Where do you store all your attributes, like player position?
> > > > > Currently I just have a "GLQuad" class that I use to create new quads,
> > > > > texture them, and manage position and velocity. Do you store them in
> > > > > World, and then each side can access them from the world object?
> > > > > Also, threading is new to me, so I really have no clue what a lock is.
>
> > > > > On Apr 9, 12:03 pm, Robert Green <[email protected]> wrote:
>
> > > > > > It's pretty easy to do this:
>
> > > > > > I use a World to write to and read from for the two "sides."  Makes
> > > > > > networking nice too.  My World has a simple lock.  Only one thing 
> > > > > > can
> > > > > > write to it or read from it at a time.
>
> > > > > > in GameLogicThread:
>
> > > > > > run() {
> > > > > >  while (!done) {
> > > > > >   // wait for renderer
> > > > > >   world.getLock(); // blocks
> > > > > >   update()
> > > > > >   world.releaseLock();
> > > > > >  }
>
> > > > > > }
>
> > > > > > in Renderer:
>
> > > > > > onDrawFrame() {
> > > > > >   world.getLock(); // blocks
> > > > > >   draw()
> > > > > >   world.releaseLock();
>
> > > > > > }
>
> > > > > > On Apr 9, 3:27 am, Clankrieger <[email protected]> wrote:
>
> > > > > > > Hi,
>
> > > > > > > I had a lot of difficulties getting the threading and app 
> > > > > > > lifecycle
> > > > > > > issues done, too. For my part, this was much more confusing than
> > > > > > > getting the actual game done. ;)
>
> > > > > > > The good thing is: you do not have to do too much for the render- 
> > > > > > > and
> > > > > > > logic-thread separation because most of the rendering time is 
> > > > > > > getting
> > > > > > > spent "outside" of your renderer's onDraw method. This is how I 
> > > > > > > got
> > > > > > > this done: The "Game" itself is owned by the glSurfaceView 
> > > > > > > renderer
> > > > > > > instance. the when the game starts (at onResume), I start an
> > > > > > > updatethread that is very simple an does something like
>
> > > > > > > while(bKeeprunning) {
> > > > > > >   synchronized(Game.sInstance) {
> > > > > > >     Game.sInstance.update();
> > > > > > >   }
> > > > > > >   Thread.sleep(50);
>
> > > > > > > }
>
> > > > > > > I have to add that my game logic is doing only this: logic. The 
> > > > > > > world
> > > > > > > gets simulated. This is done less than 10 times per second - this 
> > > > > > > is
> > > > > > > why I can have it sleep for 50 ms. sleeping is important here to 
> > > > > > > give
> > > > > > > the render thread time to do this (I don't remember the full 
> > > > > > > method
> > > > > > > signature, but I think you know what I mean):
>
> > > > > > > onDrawGlFrame() {
> > > > > > >   synchronized(Game.sInstance) {
> > > > > > >     Game.sInstance.render();
> > > > > > >   }
> > > > > > >   Thread.sleep(5);
>
> > > > > > > }
>
> > > > > > > I defined the updatethread as class inside of the Renderer 
> > > > > > > because it
> > > > > > > is so small. This gave me a huge performance boost. Handling the 
> > > > > > > app
> > > > > > > lifecycle is less easy (at least for me).
>
> > > > > > > On Apr 9, 3:09 am, Eddie Ringle <[email protected]> wrote:
>
> > > > > > > > Surprisingly, I don't seem to have issues with the OpenGL side 
> > > > > > > > of
> > > > > > > > things (which is very unusual), but my problems stem from 
> > > > > > > > getting a
> > > > > > > > clear idea for app architecture and a few other problems.
> > > > > > > > Right now, most tutorials on the net just describe the render 
> > > > > > > > portion.
> > > > > > > > I know that when I create a GLSurfaceView and hook a Renderer 
> > > > > > > > into it,
> > > > > > > > it uses it's own thread for rendering.
>
> > > > > > > > I want to do logic operations and other gameplay stuff (like 
> > > > > > > > moving
> > > > > > > > characters and whatnot) in it's own thread as well. Can anyone 
> > > > > > > > explain
> > > > > > > > a good approach to this? I'm guessing the two threads will have 
> > > > > > > > to be
> > > > > > > > synchronized (do logic, render, repeat), and limited based on 
> > > > > > > > time so
> > > > > > > > that it performs smoothly across different devices.

-- 
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en

To unsubscribe, reply using "remove me" as the subject.

Reply via email to