I am new to android, I wish you could solve your problem, and may I have
your project as a sample to learn?

2010/4/18 croco <zeug...@gmail.com>

> FYI,
>
> I've raised to 18 FPS by using LinkedBlockingQueue instead of 8FPS
> with while design in Socket writer.
> But we are far from 60FPS per second.
>
> Any help?
>
> Thanks
>
> Luc
>
> On 18 avr, 10:18, croco <zeug...@gmail.com> wrote:
> > 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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