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  my appln with tiledlayer is too slow in nokia6600  (Read 1034 times)
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Offline chandru

Senior Newbie




Java games rock!


« Posted 2005-03-15 01:27:44 »

i developed a game using game canvas and is for midp 2.o nokia 60 series phones it is working fine in 60 series emulator but it is too slow in the nokia 6600 device any please help me to solve this problem (i am using a  long tiled layer of 35X5 each cell of 30X30 pixel size)
Offline wooD

Senior Newbie




J2ME Developer


« Reply #1 - Posted 2005-03-15 19:57:17 »

I use my own Tile system and have done a ton of work to only draw the tiles that change and I only redraw offscreen maps on tile boundaries. It's quite complex, but I can run it on very low power phones and it tends to work pretty well. If you are redrawing all the tiles on the screen (or the whole map for that matter!) it just isn't going to perform well on a phone. I'm not sure what the internal implementation looks like for the TileMap class, but I'm sure your mileage is going to vary between vendors.

Wood

Offline chandru

Senior Newbie




Java games rock!


« Reply #2 - Posted 2005-03-17 03:00:35 »

thanks for ur reply. but i could n't able to get the point
i am unable to solve this problem my game is running 50 times slower in the 6600 phone than in the emulator.  please help me to solve this. i am using flushGraphics() function . i have gone thro the nokia 6600 document there doesn't seems to be any think wrong . for every key press my tiledlayer has to move 2 pixels in right and my character has to move 2 pixels left .
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Offline wooD

Senior Newbie




J2ME Developer


« Reply #3 - Posted 2005-03-18 16:53:20 »

I'm just saying that TileLayer might be part (or most) of the problem with performance. You may have to implement your own TiledLayer so you  have more visibility into the actual problem.

In general you should expect significant slow down between the emulator and the actual device. The trick is to make your code do as little as possible to get the job done.

Wood

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