I've not much to add, but at any rate:
1) As has been noted, GC is the enemy. String manipulation, boxing/
unboxing, using most collections other than ArrayList,
Collections.sort(), Arrays.sort() - they all create garbage and you
simply cannot use them on a per-frame basis.
Happily the GC pauses
Yeah perhaps I could of named the topic something else... But these
tips/ideas are aimed specifically at game devs who will clearly be
using OpenGL ES. Anyway
RE 1, that's a very interesting take on it and yeah I definatley think
that slowing the physics down if the frame rate drops sounds like a
RE 4, I think you've missed the point. I mean when checking for
smoothness you should use airplane mode and kill everything. You
need to know any glitches you see aren't related to what's going on in
the background. I didn't mean you should tune your game so it only
runs in airplane mode.
Just wanted to say thanks for the topic.
On Feb 24, 9:21 am, Tom Cowan tttco...@googlemail.com wrote:
I'm sure anybody who's used openGL will of come across a situation
where the animation or movement isn't smooth so here are some tips in
the hope of people posting some more.
1. Make sure
The issue at the link you give makes a pretty good case for using
fixed point buffers instead of floating point buffers (at least before
Gingerbread), yet you still say hence working with FloatBuffers.
On Feb 25, 2:04 am, RyanMcNally therealr...@gmail.com wrote:
I've not much to add, but at any
It's good of you put some suggestions out there to help others, and
I'm not trying to have a dig, but none of those tips have anything to
do with opengl(es) specifically. If you really want some indepth
opengles tips and insight you can't go far wrong with reading through
the posts on the badlogic
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