[android-developers] Re: Performance of multiple threads.

2009-03-09 Thread kbeal10
Thanks Boston, but I'm doing the app in 2D. I would've liked to have done 3D (and probably my prof.) but the added complexity didn't mesh with the time constraints of a college student. On Mar 9, 12:17 pm, Streets Of Boston wrote: > I did the same with my app, The Gube, an OpenGL app. > > It too

[android-developers] Re: Performance of multiple threads.

2009-03-09 Thread Streets Of Boston
I did the same with my app, The Gube, an OpenGL app. It took me a while to figure out how to translate swipes of finger into the rotation of the entire rubik's cube or to have a swipe initiate the rotation of just one layer. If your app is OpenGL (3D) as well, let me know if you need some help o

[android-developers] Re: Performance of multiple threads.

2009-03-09 Thread Stoyan Damov
On Mon, Mar 9, 2009 at 4:51 PM, kbeal10 wrote: > > I agree, having more than 2 threads seems to break from the > traditional paradigm, which is part of the reason it didn't seem like > a good answer. > > Since I wouldn't be able to have a ViewGroup in it's own thread, I > suppose the best solutio

[android-developers] Re: Performance of multiple threads.

2009-03-09 Thread kbeal10
I agree, having more than 2 threads seems to break from the traditional paradigm, which is part of the reason it didn't seem like a good answer. Since I wouldn't be able to have a ViewGroup in it's own thread, I suppose the best solution is to create a SurfaceView that handles drawing all of the

[android-developers] Re: Performance of multiple threads.

2009-03-09 Thread Stoyan Damov
U, I don't want to sound insulting in anyway but being a complete newbie in game programming I can *assure* you you're about to do something fundamentally wrong. Your game only needs 2 threads - the UI (main) thread, and a secondary which runs your game loop. If you are a newbie as well, you'l

[android-developers] Re: Performance of multiple threads.

2009-03-09 Thread Romain Guy
Views (except SurfaceView's surface) can NOT be used from background threads. Besides, it would not help at all. On Sun, Mar 8, 2009 at 8:38 PM, kbeal10 wrote: > > I'm currently designing a game that will be displaying several dice. I > would like to know the wisest course of action. The dice wi