269 reputation
112
bio website
location Ireland
age 39
visits member for 3 years, 10 months
seen Sep 1 at 7:49

Nov
21
awarded  Popular Question
Jul
2
awarded  Curious
Feb
16
awarded  Popular Question
Dec
13
accepted How to remove a circular dependency as pointed out in a libgdx tutorial
Dec
13
comment How to remove a circular dependency as pointed out in a libgdx tutorial
OK, so there's no real problems using this model for developing a proper game?
Dec
13
comment How to remove a circular dependency as pointed out in a libgdx tutorial
Thanks, I'll do that. heh, my default position when I'm stuck with something like this is "To the Stack Exchange Network!"
Dec
12
asked How to remove a circular dependency as pointed out in a libgdx tutorial
May
22
revised How can I draw a small bitmap on a larger bitmap at a particular position? (Canvas / SurfaceView)
updated information.
May
20
accepted How can I draw a small bitmap on a larger bitmap at a particular position? (Canvas / SurfaceView)
May
20
answered How can I draw a small bitmap on a larger bitmap at a particular position? (Canvas / SurfaceView)
May
16
awarded  Critic
May
16
asked How can I draw a small bitmap on a larger bitmap at a particular position? (Canvas / SurfaceView)
Mar
29
comment How can I control the frame update rate of a thread?
Also, I was getting null pointer errors when the thread was trying to access an array before it was properly populated. I handled it by putting if(array[i] != null) clauses into the update() and draw() methods. This works, but is it OK to handle this problem this way? Many thanks for your help!
Mar
29
comment How can I control the frame update rate of a thread?
OK, not sure if I'm clear on this. I was updating the game state and drawing to the screen in the onTouchEvent() method above. I've since removed this code and separated it into update() and draw() methods respectively. so the onTouchEvent() method now updates variables that are then checked by the update() method and game objects are updated, then the draw() method draws them. Currently the same thread calls update() and draw(), should they be seperate threads?
Mar
27
awarded  Popular Question
Mar
26
accepted How can I control the frame update rate of a thread?
Mar
26
comment How can I control the frame update rate of a thread?
Thanks for this. I have accepted this as the correct answer, but we've since decided to animate the points heavily on selection by the user, so we're probably going to stick with the threads.
Mar
24
awarded  Editor
Mar
24
revised How can I control the frame update rate of a thread?
added 133 characters in body
Mar
24
asked How can I control the frame update rate of a thread?