AfroFire wrote:Nice work, great finds. Recently Nicholas has implemented a SpriteBatch in to AndEngine (for anyone else who might read this).
zergling_zzh wrote:Some utils classes, like Array IntArray IdentityMap Mathutils Pool BufferUtils .
Array IntArray IdentityMap are faster than standard container class.
MathUtils provides a faster sin cos funtion.
Pool can be used for reuse object to reduce GC.
BufferUtils use JNI to provide faster speed.
Another thing I done is porting the SpriteBatch to andengine. It boosts the performance on the low-end phones like G1 hero and slightly increase the performance on mid-end and high-end phones.
zergling_zzh wrote:Another improvement I forgot to mention is RGB_565 texture support. In our game we use many textures don't have alpha info, by modifying AndEngine to support RGB_565 texture, the performance is improved by 10%+.
It is a dirty hack, I just modified a few lines to add the RGB_565 support. It would be great if the AndEngine will officially support different textures options like RGB_565 RGBA_4444 etc.
Nicolas Gramlich wrote:Only a few things to complain about:
1. It cannot be installed on the XPeria Play (Android 2.3.2) but it works (at least on) the LG Optimus 3D and the Motorola Xoom. The Market-webstore says it is not compatible with the XPeria Play.
Nicolas Gramlich wrote:2. On the Xoom, the graphics are quite pixelate - see below. (On the LG Optimus 3D with its fairly large 4" - 800x480 px screen, it's perfect!)
3. The hexagons on the LG Optimus 3D look "non-uniform" the "shooting-radius-circle" is perfectly round. On the Xoom the haxagons are "uniform" but the "shooting-radius-circle" is an ellipse. I'm not sure if that is intended.
Nicolas Gramlich wrote:Do you have a Gameplay video somewhere I'd like to feature this on the blog soon
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