----- RCL <r...@mail.ru> a écrit :
> 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?

Actually, I'm in contact with the port author, so that I merge some of his 
(valid) changes (and they benefit Android too).

> Hardware is similar (SGX 53x 800x480, ARM 8 @ 600Mhz, 256 MB RAM), but

Unfortunately, it's more powerful on every aspect than most mid-to-lower-end 
Android mobiles (in particular if we include those released before 2009). 
Compared to mine, the GPU and the CPU are much stronger than the one I have.

> 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).

The author told me 0.9.2 is drastically slower than 0.9.1 so we'll have to look 
around that. (not playing the blame game here).

> Of course, Nokia phones use plain Linux (Debian-based distro) so
> there's no Java involved...

The Android port uses JNI: java is just used for the packaging/interface with 
the OS.

>  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.

Most double usage was removed by using the fixedpoint library, which replaced 
them int64 operations (maybe more costly on arm v>5). Actually, I tried this 
myself to be sure: I modified the build system to add the VFP support available 
on my v6 CPU, and the figures I report are with vfp float support.

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

Good points indeed, but I unfortunately unvalidated them at one point or 
another. :/
It rather seems to be a changed between 0.9.1 and 0.9.2, with the same 
comparison standpoint.

Best regards,
Christophe

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