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rockseller

Member Since 11 Aug 2012
Offline Last Active May 02 2013 02:18 PM

Topics I've Started

Java game Garbage Collection

08 December 2012 - 03:26 PM

When initializing the game, I do create temporary objects for X reasons.

When the game is ready for the main update loop, there is a series of small hiccups, that doesn't last much.

What is the best approach to eliminate these hiccups?

I was thinking in a black screen that would last X seconds once the main update loop is readt, this way the GC would enter (I hope) before I let the user play.

What do you think?

Textures on a 2D RPG mobile game help

18 September 2012 - 06:56 AM

Good day community,

I'm looking for some help, I'm currently developing a 2D game using OpenGL ES 2.0 and the default Android SDK, targeting games above Android 2.2.

Let's say that I have 100 items.
Each one of those items might have a preview texture inside an atlas.

Maybe 10 item preview per a big atlas to optimize.
But once the item is equipped, I need an independant texture per item.

The thing is that I load the entire textures when the game starts, usinh quite a lot of memory.

Is this a good aproach?
Should I rather load the required textures to OpenGL when the user equips the tem?
Thanks in advance

Simple & Robust OOP vs Performance

06 September 2012 - 11:46 AM

Good day peeps,

I'm going to talk about a project I started, a 2D Game, aimed for Android 2.2 and above, OpenGL ES 2.0, and being coded with the default Android Java SDK (up-to date), rather than the NDK framework.

Ever since I started developing a platform RPG game, I took special care of the micro code optimization, because I felt it would have a big impact in the long term, specially because It's serious project, involving help from other designers and creative guys;
In terms of performance, the experts say that you should profile your game, and keep measuring it on real devices in order to see where your bottleneck really is.

In my experience, and please flame me if you feel I'm wrong, for a time consuming and serious project, this is not 100% true, since you spend time developing tools for other guys to work within your engine framework, and layout the way Bitmaps should be drawn in order to be used as textures (standardizing them), and most of the time you need to save time by optimizing parts of the code (assuming you have a good code design) by the very beginning, in parts where you do know that you will have a performance boost
(I.E. reducing the possibilities for the Garbage Collector to run)

As a project leader and coder, I have realized that in the end is better to have a robust and well designed Class, rather than an "optimized" all-in class.

For instance, I had a class called:

Monster
That had 100 methods



Sure it had a lot of micro optimization inside those methods (good bye readability, I know, good practices, still!!)

But after some time, I figured out that iwas better to have a class:
Monster
With 5 methods, and 3 objects inside
MonsterAttackModule
MonsterAIModule
MonsterBodyModule

With the second case, I still have some micro code optimization, more readability, but more objects
That's more memory, isn't it?

So my point is that in the end is better to have a balance of readability, and a robust OOP Code, micro-code optimize up and there, and profile as experts says, making the original sentence, not completely true, right? :)

Simple & Robust OOP vs Performance

06 September 2012 - 10:23 AM

Good day peeps,

I'm going to talk about a project I started, a 2D Game, aimed for Android 2.2 and above, OpenGL ES 2.0, and being coded with the default Android Java SDK (up-to date), rather than the NDK framework.

Ever since I started developing a platform RPG game, I took special care of the micro code optimization, because I felt it would have a big impact in the long term, specially because It's a serious project, involving help from other designers and creative guys;

In terms of performance, before micro-code-optimizing, the experts say that you should profile your game, and keep measuring it on real devices in order to see where your bottleneck really is.

In my experience, and please flame me if you feel I'm wrong, for a time consuming and serious project, this is not 100% true, since you spend time developing tools for other guys to work within your engine framework, and layout the way Bitmaps should be drawn in order to be used as textures (standardizing them), and most of the time you need to save time by optimizing parts of the code (assuming you have a good code design) by the very beginning, in parts where you do know that you will have a performance boost

(I.E. reducing the possibilities for the Garbage Collector to run)


As a project leader and coder, I have realized that in the end is better to have a robust and well designed Class, rather than an "optimized" all-in class.


For instance, I had a class called:

Monster
That had 100 methods

Sure it had a lot of micro optimization inside those methods (good bye readability, I know, good practices, still!!)



But after some time, I figured out that iwas better to have a class:

Monster
With 5 methods, and 3 objects inside
MonsterAttackModule
MonsterAIModule
MonsterBodyModule



With the second case, I still have some micro code optimization, more readability, but more objects
That's more memory, isn't it?



So my point is that in the end is better to have a balance of readability, and a robust OOP Code, micro-code optimize up and there, and profile as experts says, making the original sentence, not completely true, right? Posted Image


What you guys think?

Android Shader Question Android GL Es 2.0

12 August 2012 - 12:08 PM

Hi there,


If my shade Code has many lines of code, even if they are inside an IF() condition that is always going to be FALSE, the performance goes DOWN alot, example:



main (){

if( false ){
//lines of code that are never reached
//lines of code that are never reached
//lines of code that are never reached
//lines of code that are never reached
//lines of code that are never reached
//lines of code that are never reached
//lines of code that are never reached
//lines of code that are never reached
//lines of code that are never reached

}
}


This shade example it's very slow on Android even though the IF statement never reaches,
Is the Shade size a performance issue even though some will never execute?

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