I've been building my game using a real device, and it gets a steady
50fps. But when I try it on the emulator, it rarely goes above 12.
I'm assuming the emulator is using software rather than hardware to do
all its drawing. I'm trying to make a video of my game - using fraps
(or something
:
how about using the new sound track engine in Android 1.6? JetBoy?
On Sep 20, 8:28 am, rich...@stickycoding.com
rich...@stickycoding.com wrote:
Alright, thanks for the suggestions you sent me Lance, it did make a
noticeable difference.
I also changed a lot of things that were causing
Thanks for the suggestions guys, really appreciate it. I've had dozens
of suggestions and thankyou's emailed in today alone.
In regards to licensing, I was going to keep it as GPL for a little
while longer.
I figured, with the engine at the state its in now, its unlikely you
will be able to
Alright, I'll take it on board and think about changing it. I really
don't mind if people do whatever they want to with the code, just
thought it might encourage a little more of a push on the
contributions. But considering it, you might be right that its putting
people off.
Maybe change things
Alright, thanks for the suggestions you sent me Lance, it did make a
noticeable difference.
I also changed a lot of things that were causing garbage, and added in
a new particle engine.
For anyone who's nosey, you can take a look here at the new features
http://www.youtube.com/watch?v=jWYL-L7HnEE
I've been working on a game framework for a little while, and while
its far from perfect, I've put the current version online.
To be honest, I haven't used much OpenGL in the past. Before last week
I had never tried using it.
If anyone would like to take a look, please do, I'd appreciate all the
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