Well, there's Maemo port of this game (for Nokia N900):
http://repository.maemo.org/extras-devel/pool/fremantle/free/source/w/wormux/
, maybe something can be learned from that?

Hardware is similar (SGX 53x 800x480, ARM 8 @ 600Mhz, 256 MB RAM), but
it runs decently (at least without sound), that is, with 14-22 fps
(sound is making things worse - fps stays about the same, but
occasional hitches are introduced).

Of course, Nokia phones use plain Linux (Debian-based distro) so
there's no Java involved...  And Maemo's SDK compiler uses ARM
optimizations (because platform's hardware is fixed), while Android's
gcc (from what I heard) forces software emulation of floats because
some of Android hardware has no FPU.

Maybe that's (Java + soft fp) the explanation for the differences in FPS.

Cheers,
RCL

2010/6/13 Matthieu Fertré <matthieu.fer...@free.fr>:
> Le 11/06/2010 21:24, Kurosu a écrit :
>> Le 10/06/2010 15:29, Kurosu a écrit :
>>
>>> I'll probably need help to achieve all of those tasks, and therefore
>>> also request your input.
>>>
>> Well, I've gone ahead, hacked code and data to do what I said.
>>
>> Sadly, it goes at like 11 fps on the simplest map (aquarium), down to 5
>> on some others. Even on a lowend android, but recent, smartphone, this
>> is disappointing.
>>
>> I guess this is the end of the road.
>>
>
> To be honest, I never thought that you would be so fast to port it to
> Android smartphone. So I'm quite impressed!
>
> 5 to 10 fps is not bad in my mind in a first step, this is the typical
> performance we had at the beginning of the port from Clanlib to SDL.
> Could you tell us more about the configuration ? Does it change anything
> if you disable water ? wind particles ? Maybe with some optimizations we
> can have about 20/25 fps. Some parts of Wormux are probably badly
> written in terms of performance... Some profiling may help to know what
> costs so much on android platform.
>
> Regards,
>
> Matt (gentildemon)
>
>
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> Wormux-dev@gna.org
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>

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