Re: [android-developers] Efficient 2D Sprites

2011-10-04 Thread Latimerius
On Sun, Oct 2, 2011 at 9:41 PM, Beck Olson wrote: > > Our images are 42x1344 and we are drawing about 12 sprites at a time. > The best frame rate we have been able to achieve is about 25 frames > per second (on a samsung galaxy). > > So my question is what is the proper way to draw 2D sprites? Sho

Re: [android-developers] Efficient 2D Sprites

2011-10-03 Thread Gheorghe Cazacu
Hi, You can start by splitting the image in more images Usualy for this kind of games will be enough. So you can do some tests first, without spend to much time and see if the speed looks ok for you. If the performance still remain poor you need to pass to the next step something like opengl whic

[android-developers] Efficient 2D Sprites

2011-10-02 Thread Beck Olson
Greetings! I am working on porting a 2D java game to android. In our original version we created png sprites that had each frame concatenated into a single horizontal image. We are using drawBitmap to render each frame sequentially. The performance is poor and according to the profiler 90% of t