Tagged Questions
0
votes
1answer
103 views
Drawing more that one quad with only one glDrawArray call…?
Edit
After initially thinking that my sprite batch test was faster than calling each sprite individually, it appears that is not the case!! :-(
With a single set of GL calls for a each sprite, I can ...
5
votes
1answer
62 views
GLImpl.gldrawelements longer than usual
I'm developing a little game engine for the Android platform and I'm trying to improve the performance of this one. (I'm not an OpenGL expert)
I can see a framerate drop sometimes, when using DDMS ...
2
votes
1answer
80 views
How can I access bitmaps created in another activity?
I am currently loading my game bitmaps when the user presses 'start' in my animated splash screen activity (the first / launch activity) and the app progresses from my this activity to the main game ...
5
votes
3answers
371 views
Libgdx optimization of big arrays
I am working on a game using libgdx and I have the following code that I want to optimize.
Array<Bullet> enemyBullets = Enemy2.getEnemyBullets();
for (Bullet bullet : enemyBullets) {
...
5
votes
2answers
740 views
Implementing fog of war in opengl es 2.0 game
Hi game development community, this is my first question here! ;)
I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an ...
2
votes
2answers
1k views
How to check battery usage of an iPhone/Android app?
I think the title says Enough. For example Unity can generate you a report how much CPU/GPU power it's using or how fast it's going to drain device battery, but what about the applications developed ...
3
votes
1answer
300 views
android game performance regarding timers
Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory.
Im using a custom TimerTask that looks like this:
public class Task ...
4
votes
2answers
335 views
Geometry vs sprites
I'm developing an android game, where the enemies are geometrical shapes. Performance is a main goal for me so I was wondering if defining shapes directly in OpenGL would be more efficient than using ...
7
votes
2answers
431 views
Does use of simple shaders improve performace/battery life?
I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things.
Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking ...
3
votes
3answers
200 views
When is it best to load screens in mobile games?
In the develpment of a mobile game, is it a good to load all the screens at the start of the game, or destroy and create new ones during the game? I am doing the second thing, because I suppose that ...
4
votes
1answer
1k views
Starting a Java activity in Unity3d Android
I wrote a small Java activity extension of UnityPlayerActivity similar to what is described in the Unity docs. It has a method for displaying a song picking interface using an ACTION_GET_CONTENT ...
0
votes
2answers
552 views
Graphical Android game: Bad performance in some situations
I am developing a simple graphical game for Android (Java and OpenGL ES). There is no high-end graphics involved, basically a few (less than 10) sprites and some (about 10) dynamically drawn ...
6
votes
1answer
686 views
Adding a simple mix() destroys the framerate
I have a very simple shader and added linear fog via mix like this:
finalColor = mix(finalColor, vec3(0.5, 0.8, 0.95), vUVoutAndViewZ.z);
Note that the view Z distance is in the variable that also ...