Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

I've done some small OpenGL games for computer. I've used continuous loop (with VSync) for game life cycle, input - update - render. Now i'm going to write simple game for Android, but i'm wondering if it is the right way to go.

What matters? Battery usage, i've played some simple games that used so much battery compared to their complexity and graphics and i don't wanna to create that battery hungry game.

share|improve this question
Have you seen Replica Island? It was written by Chris Pruett when he worked at Google. – Noctrine May 29 '12 at 22:00
up vote 5 down vote accepted

You technically will always want a continuous loop. What you may consider is making that loop wait for user input events before redrawing the screen or processing game logic.

If the game is not real time and doesnt need animations to always be playing, it's absolutely a good idea to be event driven.

(Update for clarity): Note that by event driven I mean that the loop should call to the platform's "block and wait until an input message occurs" API. Not sure what that is on Android. On many platforms, it means calling a "Get" function rather than a "Poll" function.

share|improve this answer

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.