Re: [android-developers] Lunar Lander?

2016-05-26 Thread TreKing
On Mon, May 9, 2016 at 3:57 PM, mike74  wrote:

> Anyhow, I was wondering if there is an easy way to get the samples like
> Lunar Lander going in Android Studio?
>
File -> New -> Import Sample

> Anyone know what became of Lunar Lander and if there are any similar game
> samples?
>
If you search for "Lunar" in the samples dialog, there is a Vulkan sample
based on that game.

https://github.com/LunarG/VulkanSamples
https://github.com/googlesamples/vulkan-basic-samples/

-
TreKing  - Chicago
transit tracking app for Android-powered devices

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[android-developers] Lunar Lander?

2016-05-25 Thread mike741111
 

I’ve been away from Android for a bit.


Maybe a year or so.  I remember generally using Eclipse.


It seems like now we are generally using Android Studio.


Anyhow, I was wondering if there is an easy way to get the samples like 
Lunar Lander going in Android Studio?


Anyone know what became of Lunar Lander and if there are any similar game 
samples?


Thanks, and have a blessed day.


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[android-developers] Lunar Lander Example - Thread Safety

2012-09-16 Thread sdb
I'm new to android development and have been studying the Lunar Lander 
example included in the SDK to get a better understanding of how the 
SurfaceView works.  I noticed that the mRun member of the LunarThread class 
is updated by the setRunnable() method of the LunarThread class which is 
called from the LunarView class within the surfaceCreated() and 
surfaceDestroyed() methods.

It seems to me that mRun is being updated by the main thread for the 
SurfaceView, but is being repeatedly read in a tight loop in LunarThread. 
 My question is: is this use of mRun thread safe and if so, why/how?

I'm not sure, but maybe it is thread safe because mRun is a simple boolean 
variable and is only updated from one of the two threads involved.  If mRun 
was a more complext object and/or it was being updated by different by both 
threads,then perhaps this example would not be thread safe without the use 
of some form of synchronization mechanism.

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[android-developers] Lunar Lander game loop (was: Re: [android-developers] Re: How fast is the T-Mobile G1?)

2008-10-28 Thread Stoyan Damov
On Tue, Oct 28, 2008 at 7:44 PM, PorkChop [EMAIL PROTECTED] wrote:


 My emulator gives a result of 543.94 bogomips, better be careful
 coding games otherwise they are going to end up sucking on the actual
 device!


 Speaking of which, has anyone noticed Lunar Lander's game loop. It's a
real WTF to me:

while (running)
{
updatePhysics();
draw();
}

No shit batman? At what FPS? The max possible on the device? Redrawing a
frame possibly hundreds of times per second w/o the physics even being
updated at all?
I expected to see some sort of a game loop with constant game update rate
and some target FPS (not precise of course) and some sleeping eventually so
CPU's not utilized at 100% because this is a MOBILE DEVICE for crying out
loud, and this sucks battery, and the sample is supposed to be a reference
implementation with best CODING practices, etc. (i.e. fuck graphics,
gameplay, etc.), *right*?

Cheers

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