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  My Android Game Loop problems  (Read 11247 times)
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Offline Zippy

Innocent Bystander





« Posted 2013-02-24 16:50:46 »

Hey all, I'm using the loop below and it works great until I introduce a notifier to cap my rendering to 30 FPS (Basically so that it doesn't render redundant frames and only renders when an update has occured)

Initially I was having problems with the sprites being choppy so added interpolation and it really helped to smooth things out, but as I say, on capping the rendering it has re-introduces intermittent (although not terrible) choppiness.

Any ideas? Thanks!  Clueless

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 @Override
            public void run() {
               
               nextGameTick = System.nanoTime();            
                Canvas c;
                while (running) {
                    c=null;
                    loops = 0;
              if (gameTimer==0){gameTimer=System.nanoTime();//frame=0;
             }  
               while(System.nanoTime() > nextGameTick && loops < maxFrameskip){
                 
                  updateMenu();            
                  nextGameTick += skipTicks;  
                  loops++;            
               
               }          
               
                 float interpolation = (float)(System.nanoTime() + skipTicks - nextGameTick)
                 / (float)(skipTicks);
                 
               if (updateGame == true) {                     //Has logic routine run? If so, then render
               
                   
               try{c=mySurfaceHolder.lockCanvas(null);                          
             
            synchronized(mySurfaceHolder){
           
                 
             
               
               draw(c, interpolation);                        
               updateGame=false;
            }
                       
         }
         finally{
               
            if (c != null){
            mySurfaceHolder.unlockCanvasAndPost(c);                  
         
                                         }
                                            }
                              }
             
                              }
                           }
            }
           
           
           
           }
   


I'm setting updateGame to true in my updateMenu() method.

PS - After changing Systemclock.elapsedRealtime() to System.Nanotime() it seems to have helped a little, but it's still not perfect.

I'm not creating any objects at run time and GC isn't being triggered but this is probably not relevant anyway as if I don't cap the rendering, it seems to run a lot smoother (which is kind of odd, as it's only then rendering the same frame as before i.e., no sprite movements).

My guess is that my capping/notification is somehow playing havoc with interpolation calculation? (timing issue?)

Thanks again!
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