From what I understand garbage collection is the single hit to performance. Second, using a pool is the easiest way to avoid destroying sprites. An example with a few sprites with physics body going to the pool and coming back would be helpful. Thanks
Thanks for the tutorials you've done so far. I've been able to learn a lot from looking them over.
One thing that I haven't been able to figure out (and is most likely me being stupid), but would you be able to point in the right direction for how to draw a line based on finger movement (like androids finger paint). I know how to track finger movement and whatnot but I can't seem to figure out a good way to draw a line without having a million 1 pixel long segments that really put a hurting on the processor.
So if you'd be able to point me at what I need, I'd appreciate it.
Hi, maybe it's a silly request, but could you explain me how to fully complete an application? Because, for example, using the code of PhysicsExample I do not see any method to finish the application or process by pressing the exit/return button. Now I'm not interested on save game state, I just want to close correctly (now when I exit the application I see activity from Qemusensors in LogCat).