[android-developers] Re: Android Physics Engine

2009-06-21 Thread Gazy
I too would like to try apedroid but I cant find it to download? please :-) --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegrou

[android-developers] Re: Android Physics Engine

2009-04-27 Thread Kyle
The http://www.filedropper.com/apedroid link is down. Any other place I can download the code? Has anybody else had any luck optimizing Phys2D or Box2D with fixed numbers and less memory allocation? Kyle On Apr 3, 8:24 am, mscwd01 wrote: > I have thrown together a quick example of theAPEPhysi

[android-developers] Re: Android Physics Engine

2009-04-03 Thread Anton
:) That's great to hear. I know how these things go, so I assumed that it was being worked on. I also understand the complexities of bringing out an NDK. But personally, that's high on my list of desired features. Even one that can't link against any external libraries would be a good star

[android-developers] Re: Android Physics Engine

2009-04-03 Thread mscwd01
I was saying in terms of the other physics engines we have tested, 15fps for 30+ objects is a lot more acceptable than 1-2fps! But yes of course if you were to create a game which relied heavily on a physics engine it would be less than ideal ;) On Apr 3, 4:31 pm, Stoyan Damov wrote: > On Fri, A

[android-developers] Re: Android Physics Engine

2009-04-03 Thread Stoyan Damov
On Fri, Apr 3, 2009 at 6:24 PM, mscwd01 wrote: > > I have thrown together a quick example of the APE Physics engine > (www.cove.org/ape/) running on Android. > > As you can see, simulating 30 or so circles results in a solid 15fps, > which looks acceptable. > :( 15 fps? IMO it's not that accepta

[android-developers] Re: Android Physics Engine

2009-04-03 Thread mscwd01
I have thrown together a quick example of the APE Physics engine (www.cove.org/ape/) running on Android. As you can see, simulating 30 or so circles results in a solid 15fps, which looks acceptable. The bad news, which I didn't realise before porting it to Android, is APE's lack of simulating ro

[android-developers] Re: Android Physics Engine

2009-04-03 Thread Stoyan Damov
+ googol On Fri, Apr 3, 2009 at 1:43 PM, Mariano Kamp wrote: > Romain, > >   I am sure you are, but as with the Cupcake issue from the other thread > with Al, it is not transparent at all. The road map > (http://source.android.com/roadmap) doesn't contain much and doesn't seem up > to date. > >

[android-developers] Re: Android Physics Engine

2009-04-03 Thread Mariano Kamp
Romain, I am sure you are, but as with the Cupcake issue from the other thread with Al, it is not transparent at all. The road map ( http://source.android.com/roadmap) doesn't contain much and doesn't seem up to date. And don't get me started on the lack of transparency and predictability reg

[android-developers] Re: Android Physics Engine

2009-04-03 Thread Romain Guy
We're aware of the shortcomings of the current garbage collector and believe me, it's one of the things we'd really love to see improved as soon as possible :) On Fri, Apr 3, 2009 at 2:04 AM, Mariano Kamp wrote: > Anton, thanks. Very interesting. > On Fri, Apr 3, 2009 at 2:24 AM, Anton wrote: >

[android-developers] Re: Android Physics Engine

2009-04-03 Thread Mariano Kamp
Anton, thanks. Very interesting. On Fri, Apr 3, 2009 at 2:24 AM, Anton wrote: > >Check out > http://android-developers.blogspot.com/2009/02/track-memory-allocations.html > >Romain Guy points out in this post that the android garbage > collector cannot optimize small short lived objects.

[android-developers] Re: Android Physics Engine

2009-04-02 Thread Anton
Check out http://android-developers.blogspot.com/2009/02/track-memory-allocations.html Romain Guy points out in this post that the android garbage collector cannot optimize small short lived objects. These are exactly the sort of objects that could be created in a physics engine when it

[android-developers] Re: Android Physics Engine

2009-04-02 Thread Mariano Kamp
It's maybe a bit off topic, but how do you know that Android's gc is rudimentary? Have you got a link handy? I only found this: http://developer.android.com/guide/practices/design/performance.html On Thu, Apr 2, 2009 at 11:59 PM, Anton wrote: > >Shaun, thanks for checking it out. Yah, I agr

[android-developers] Re: Android Physics Engine

2009-04-02 Thread Anton
Shaun, thanks for checking it out. Yah, I agree that the real complexity of a physics engine comes from joints and contact constraints. The constraints in my demo are simple minimum distance constraints. I have a 2D rigid body physics engine that I'm thinking more and more about porting ove

[android-developers] Re: Android Physics Engine

2009-04-02 Thread shaun
I took a look at Anton's demo on a G1 device, and I was glad to see the integration of accelerometer as it really added value. I assume the calculations for collision detection and response are fairly basic, which allows for that performance. Simpull will also provide good performance for a scen

[android-developers] Re: Android Physics Engine

2009-04-01 Thread Dianne Hackborn
On Wed, Apr 1, 2009 at 8:10 PM, lkelemen wrote: > Link is working now. I've put > System.exit(0); > to the Activity's onStop and the performance looks stable now. Er, that is very wrong. It sounds like you aren't properly cleaning things up when the activity goes away, perhaps leaving a runnin

[android-developers] Re: Android Physics Engine

2009-04-01 Thread lkelemen
Hi, Link is working now. I've put System.exit(0); to the Activity's onStop and the performance looks stable now. The state of the physics world is not preserved when you push home and long push home and swithch back to the app. What do you think: Would using a Vector pool in class CollisionResolv

[android-developers] Re: Android Physics Engine

2009-04-01 Thread Streets Of Boston
I'm curious too! :) On Apr 1, 9:25 pm, mscwd01 wrote: > I have some good news too, I have successfully ported APE > (http://www.cove.org/ape/) to Android and have a simulation of 50 objects > running extremely smoothly. > > Considering I have only spent an hour or so converting everything to >

[android-developers] Re: Android Physics Engine

2009-04-01 Thread Anton
Yes, I'd love to see the results of that. -Anton On Apr 1, 6:25 pm, mscwd01 wrote: > I have some good news too, I have successfully ported APE > (http://www.cove.org/ape/) to Android and have a simulation of 50 objects > running extremely smoothly. > > Considering I have only spent an

[android-developers] Re: Android Physics Engine

2009-04-01 Thread mscwd01
I have some good news too, I have successfully ported APE (http:// www.cove.org/ape/) to Android and have a simulation of 50 objects running extremely smoothly. Considering I have only spent an hour or so converting everything to Android and making minimal optimisations this is really good news i

[android-developers] Re: Android Physics Engine

2009-04-01 Thread Streets Of Boston
About open-sourcing it: Thanks! That would be great and i'll be happy to do some work on it to make it even better (if i *can* do this; you already did a great job). Let us know when your api is ready to be put on open-source. :-) On Apr 1, 8:48 pm, Anton wrote: >     I've done some more profi

[android-developers] Re: Android Physics Engine

2009-04-01 Thread Streets Of Boston
Awesome. It is visually much smoother than your first version. Three thumbs up! On Apr 1, 8:48 pm, Anton wrote: >     I've done some more profile based hand optimization and I now have > it running superfast.  :)  I've put the new version in the same > location as the previous one.  I still had

[android-developers] Re: Android Physics Engine

2009-04-01 Thread Anton
I've done some more profile based hand optimization and I now have it running superfast. :) I've put the new version in the same location as the previous one. I still had some floating point code that was slowing me down. The difference between floating point and fixed point is not to be u

[android-developers] Re: Android Physics Engine

2009-04-01 Thread mscwd01
Thanks Lajos for pointing APE out, I hadn't heard of it until now. Unfortunately your link to your Android port is broken, can you mend it as I dont fancy spending another hour porting another library to Android :D Thanks On Mar 31, 9:50 pm, lkelemen wrote: > Hello everyone, > > I was also dis

[android-developers] Re: Android Physics Engine

2009-04-01 Thread lkelemen
Hello everyone, I was also disappointed with jbox2d's performance so I checked APE (Actionscript Physics Engine) from http://www.cove.org/ape/ . It was converted to java (http://www.cove.org/ape/java_ape.zip) so I started to convert the java version to Android. The performance is quite OK for 10

[android-developers] Re: Android Physics Engine

2009-04-01 Thread Daniel Sargeant
It does look smooth on the G1. The use of accelerometers is quite cool. Good job on minimizing the GC jitters. The screen has horrible ghosting with green to grey transitions, however, which mars the smooth framerate a bit. Red balls would probably reduce that. -Daniel Sargeant On Wed, Apr 1, 20

[android-developers] Re: Android Physics Engine

2009-04-01 Thread Streets Of Boston
Two thumbs up! It's fast, not superfast, but there are quite a number of balls in the pit. I'm impressed. If this code could get into the native system, into the firmware... On Apr 1, 2:44 am, Anton wrote: >     OK, for anyone interested in my simple physics demo, check out: > >    http://www.a

[android-developers] Re: Android Physics Engine

2009-04-01 Thread Stoyan Damov
I'm quite interested as well. On Wed, Apr 1, 2009 at 3:04 PM, mscwd01 wrote: > > Thanks for the demo Anton, > > It certainly runs much smoother than the Phys2D and JBox2D engines I > have tried and you have more objects being simulated - so you must > have done something right ;) > > I would exp

[android-developers] Re: Android Physics Engine

2009-04-01 Thread mscwd01
Thanks for the demo Anton, It certainly runs much smoother than the Phys2D and JBox2D engines I have tried and you have more objects being simulated - so you must have done something right ;) I would expect it to run 2-3 times faster on an actual device too from what I have read. Once you have

[android-developers] Re: Android Physics Engine

2009-03-31 Thread Anton
OK, for anyone interested in my simple physics demo, check out: http://www.antonstoys.com/android/BallPit.apk It's pretty basic, but it shows that you can do some amount of physics on the G-phone at a reasonable rate. And as always, there are many improvements to be made. :) -

[android-developers] Re: Android Physics Engine

2009-03-31 Thread Anton
I'll definitely post the app tonight for you guys to check out (at work now). I am an embedded systems programmer by trade. But I do physics toys for fun and am just getting into Java/Android optimizations. I will point out that optimizing for Java and optimizing for Android are very differ

[android-developers] Re: Android Physics Engine

2009-03-31 Thread Avraham Serour
seems that gc is a problem, just one of them at least, so can we please have a c++ sdk? On Tue, Mar 31, 2009 at 9:26 PM, shaun wrote: > > I started going down the path of Object pooling. It seemed the only > solution when taking an existing engine and making work on a resource > constrained sys

[android-developers] Re: Android Physics Engine

2009-03-31 Thread shaun
I started going down the path of Object pooling. It seemed the only solution when taking an existing engine and making work on a resource constrained system like Android on a phone. Determining the strategy for returning objects to the pool proved quite tough for me. I have no doubt there are s

[android-developers] Re: Android Physics Engine

2009-03-31 Thread mscwd01
Thanks for your feedback Shaun, I too unfortunately think a bespoke engine will need to be written for Android, which is a real pity as the iPhone has several physics engines which can easily handle hundreds of objects. Having said that Anton (2nd reply) has said he has an engine running, it woul

[android-developers] Re: Android Physics Engine

2009-03-31 Thread Stoyan Damov
Right. The single biggest issue is GC. I guess if vectors and all other objects, which are frequently created, get pulled out of an object pool, and reused (that's quite tricky though, because of the explicit "returnToPool" call) all engines will shine. In several places, temporary/scratch objects

[android-developers] Re: Android Physics Engine

2009-03-31 Thread clark
On Mar 31, 6:49 am, "admin.androidsl...@googlemail.com" wrote: > Not tried but if you can provide us with some example source code or > put something on the market, I'm sure we could take a look. Perhaps putting it on a website rather than the Market would be best. The market already has plenty

[android-developers] Re: Android Physics Engine

2009-03-31 Thread shaun
I am the author of simpull. Sorry guys for the demo being out of whack for Simpull to the Core. The version of PulpCore that I integrated simpull with did not support Chrome, but you should be able to see it in IE, FF Safari. It is nice to take a look at that demo to get a feel for what the engi

[android-developers] Re: Android Physics Engine

2009-03-31 Thread mscwd01
I'll try and wrap my Phys2D & JBox2D examples into a .apk sometime. I'm very busy at the moment though so it may be later in the week by the time I get to do it. I'll provide a link in this thread if I get to do it. Other than that, i'll have to wait until the HTC Magic is released soon ;) On Ma

[android-developers] Re: Android Physics Engine

2009-03-31 Thread admin.androidsl...@googlemail.com
Not tried but if you can provide us with some example source code or put something on the market, I'm sure we could take a look. G1 performance is significantly faster than emulator, but there are limitations. Particularly with garbage collection and memory allocation on code that gets run conti

[android-developers] Re: Android Physics Engine

2009-03-31 Thread mscwd01
Oh I forgot to re-ask... "Has anyone tested Phys2D or JBox2D on an actual device to see if they run better than on the emulator? I have a feeling the performance will better on a G1 than the emulator for some reason! On Mar 31, 12:51 pm, mscwd01 wrote: > I did take a look at Simpull, however t

[android-developers] Re: Android Physics Engine

2009-03-31 Thread mscwd01
I did take a look at Simpull, however the demo application failed to run as it relied on some library which wasn't supplied or referenced to - I just got annoyed after spending two days failing to get Phys2D and JBox2D to work in Android and didn't bother trying to work out the problems! I might

[android-developers] Re: Android Physics Engine

2009-03-31 Thread Avraham Serour
where's the demo? I tried the see it in action link ( http://simpull2core.sourceforge.net/) and it shows some code On Tue, Mar 31, 2009 at 2:19 AM, Anton wrote: > >That's what I did. :) Firefox 3.0.8. I just tried it again and > had the same thing happen. I'll give it another go when I ge

[android-developers] Re: Android Physics Engine

2009-03-30 Thread Anton
That's what I did. :) Firefox 3.0.8. I just tried it again and had the same thing happen. I'll give it another go when I get home and have my development machine at my disposal. By the way, nice name. :) Always good to meet a fellow Anton. -Anton On Mar 30, 4:01 pm, Streets Of

[android-developers] Re: Android Physics Engine

2009-03-30 Thread Streets Of Boston
Try the demo on firefox. It works really well. On Mar 30, 5:59 pm, Anton wrote: >     Could be good.  I tried to check out the demo but it crashed my > browser.  :)  I'm sure that's not really indicative of the engine, and > more of my browser's stability.  I did look through the code and found

[android-developers] Re: Android Physics Engine

2009-03-30 Thread Anton
Could be good. I tried to check out the demo but it crashed my browser. :) I'm sure that's not really indicative of the engine, and more of my browser's stability. I did look through the code and found that it does a lot of memory allocation in it's inner loops (Verlet update step in parti

[android-developers] Re: Android Physics Engine

2009-03-30 Thread Streets Of Boston
I wonder how well this one works on Android: http://code.google.com/p/simpull/ -- Anton Spaans On Mar 30, 4:58 pm, Anton wrote: >     I have a simple 2D physics engine written and running.  It uses > the now famous Jacobson physics tricks (Verlet integration and hard > constraints).  I can m

[android-developers] Re: Android Physics Engine

2009-03-30 Thread Anton
I have a simple 2D physics engine written and running. It uses the now famous Jacobson physics tricks (Verlet integration and hard constraints). I can manage 40 balls on the screen, with fill n^2 interaction between balls. I am working on spatial data structure optimizations now to improve