[android-developers] Re: Application design - using threads

2009-11-13 Thread Paul Turchenko
I believe there's no common approach to games development. Every game is unique and requires its own design. Therefore, it's really depends on the game whether you should span 2 or more threads for your logic and how excactly are you going to handle UI updates. On Nov 12, 12:17 am, Neilz

[android-developers] Re: Application design - using threads

2009-11-12 Thread Neilz
Anyone? This is a common consideration, I would have thought? On Nov 11, 10:17 pm, Neilz neilhorn...@googlemail.com wrote: Hi all. I've been reading the developer guide, the sections on designing for performance and responsiveness. It's great stuff, and I'm going to go through all my code and

[android-developers] Re: Application design - using threads

2009-11-12 Thread WoodManEXP
To my understanding the point of threading is, mostly, to avoid blocking the UI. The UI should never be unresponsive because an app has the UI thread tied up doing something other than responding to user's actions. (And if the OS detects an app not responding it will pop up a message saying the

[android-developers] Re: Application design - using threads

2009-11-12 Thread WoodManEXP
Oh, and yes you could use Thread with a run() method. Its easy to set up. AsyncTask is sort of a specialization of Thread tat helps with some of the communication between parent and child thread. But they can be run only once. So a new one needs to be instantiated each time. On Nov 12, 8:13 am,

[android-developers] Re: Application design - using threads

2009-11-12 Thread RichardC
There is a nice simple game example (with multiple threads) in the SDK samples called LunarLander -- RichardC On Nov 12, 2:03 pm, WoodManEXP woodman...@gmail.com wrote: Oh, and yes you could use Thread with a run() method. Its easy to set up. AsyncTask is sort of a specialization of Thread tat

[android-developers] Re: Application design - using threads

2009-11-12 Thread Neilz
Well yes, but that isn't quite the same thing, is it? In LunarLander the thread that does the drawing is also the thread that does the logic. I took this statement from the dev guide to mean that you have a separate thread for each. I suppose the best thing I can do is code and experiment and see

[android-developers] Re: Application design - using threads

2009-11-12 Thread Lance Nanek
There's a good blog post on this issue re games here: http://replicaisland.blogspot.com/2009/10/rendering-with-two-threads.html I started doing game updates in a separate thread, instead of on the render thread, in an OpenGL game I've been writing recently as well. It did result in some

[android-developers] Re: Application design - using threads

2009-11-12 Thread Nightwolf
Actually I don't understand the need to separate rendering and game logic threads. If game state isn't changed there is nothing new to draw. Why bother rendering the same frame several times? It makes sense if there are two game state sets. For ex. OpenGL thread renders current frame using current