Hi all,

I'm developping a simple realtime action game 4 Android.
It works nice. but now i want deal with animation FPS and i'm facing a
big problem i can't solve since couple days now.

I started from the famous Lunar Android sample using facebook. got
55-60 frame per second on my G1.
it smelt good for my game i thought ... BUT when i plugged the surface
view in my game i got a poor 6-9 Frame per second making the game
unplayable.

After debugging removing all content of my doDraw used by the thread
controlling the surface view i found the problem.

The problem is not the quantity of sprites i displayed but the
concurrency between threads used for receiving my game data over TCP
and the UI thread i use to control surface view.

If when i start displaying the game i stop the my socket protocol
threads (reader, writer) the game is refreshed at 25 FPS which is not
50 FPS but large enought to make the game playable.

So my question is how in realtime game for android i can send /
received data (and not delayed of course) without killing the game
refresh rate.

Last thing i use canvas and not open gl but i don't need open gl and i
really see the problem comes from the multithreading

Thanks a Lot for your help.

Luc

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