Hi Jason,
On 7 Gen, 05:11, Jason Arora jaso...@gmail.com wrote:
Are you drawing in a separate thread (like the LunarLander example)?
If not and your game is real-time, I seriously recommend switching to
that model.
I don't use a SurfaceView (like LunarLander) but a normal view because
in my
Hi Andrea,
I also wanted to avoid compatibility mode. More for the reason of
being able to actually use the higher resolution rather than out of
performance concerns.
For one of my games I applied a routine to scale the images myself
upon start-up of the application just like you describe (I
If you are loading your images as drawables, the framework will pre-scale
the bitmap for you so it shouldn't need to be scaled at draw time. If you
are using the lower-level APIs to load bitmaps, you will need to use these
appropriately to have them scaled for you. You can look at the various
What's your design like? How are you drawing everything? If you tell
me that, I can offer some suggestions.
On Jan 6, 9:02 am, Andrea andrea.pai...@gmail.com wrote:
Hi
I developed a game with the g1 in my mind. Now I want to support large
screen sizes but I don't want to add in the apk
Hi Robert, thanks for the reply.
Ok the images are loaded as Bitmaps (not drawable) and drawed on the
onDraw(Canvas c) method of a view. Inside that method I invalidate()
all the view. So the game runs as fast as it can. The game is using
dirty rects technique to redraw only the portions of the
Are you drawing in a separate thread (like the LunarLander example)?
If not and your game is real-time, I seriously recommend switching to
that model.
Also, I don't believe you should be seeing a slow-down in
compatibility mode... In my experience, it has worked pretty well.
Are you testing this
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