Saturday, September 18, 2010

Re: [android-developers] Re: Why aren't the 2D graphics API & UI toolkit hardware accelerated?

>> That whole example is trivial and is missing alot of boiler plate.
> Because it is a trivial task
Good news! Post the code when you're done...
>>> There already exists several android game engines for this task such
>>> as: http://www.andengine.org/
>>> Google already provides GLSurfaceView to handle lifecycle changes.
>>> Even using the native android widgets along your game is trivial using
>>> GLSurfaceView.
>> GLSurfaceView, the last time I check, handles nothing as far a lifecylce is
>> concerned. It gives you callbacks when you loose your surface. Big deal,
>> so does SurfaceHolder.
> Didn't you look at andengine?
I am sure it's great but I have my own code. Actually why do you need a
2D OGL engine if it's such a trivial task?

My assertion stands that GLSurfaceView does nothing to handle Activity
Lifecycle. On BlackBerry when you loose focus and have been put into
the background, the OS handles it. GLSurfaceView just lets you know
you're context is dead and it's up to you to rebuild it all. So what is
it handling that a regular SurfaceHolder isn't?
> GLSurfaceView is just like a view, you don't ever handle lifecycle
> changes from a view point of view so it removes that burden from the
> pictures. You handle this from your activity.
> Changing your view port is ridiculously easy if you detect the view
> size has changed.
>
>>> Shouldn't take you more than a day or so to make your own engine and
>>> build your game around it without any bloat and learning something in
>>> the process.
>> I think you're missing the point. I also think you are clearly under
>> estimating the time invloved. I have done both BTW.
> I've done this, I wrote a complete game prototype in a week. It was
> really easy. You really have to be an incompetent programmer if you
> don't write code that handles things such as different screen sizes
> automatically.
No need to throw stones :) I have worked on many games thank you, 8 of
which shipped. Screen size isn't the issue.

People, this is just a request. It would only make the platform better.
>>> On Sat, Sep 18, 2010 at 11:55 AM, Leigh McRae
>>> <leigh.mcrae@lonedwarfgames.com> wrote:
>>>> On 9/18/2010 2:23 PM, Dianne Hackborn wrote:
>>>>> On Fri, Sep 17, 2010 at 7:54 PM, Leigh McRae
>>>>> <leigh.mcrae@lonedwarfgames.com<mailto:leigh.mcrae@lonedwarfgames.com>>
>>>>> wrote:
>>>>>
>>>>> Making a few fast paths for drawing bitmaps (BitBlt) would be
>>>>> huge for game developers. I know that 3 of my games I have made
>>>>> aren't OGL simply because I don't want the extra code
>>>>> maintenance/burden. If a game is doing some of the things you
>>>>> mention, well then it's not likely concerned with frame-rate.
>>>>>
>>>>>
>>>>> Use OpenGL ES.
>>>> As I stated, using OpenGL ES requires extra code. You to manage
>>>> re-loading
>>>> the assets such as textures and VBO. With the Android Activity life
>>>> cycle
>>>> this is even more of an issue than other platforms. This isn't trivial.
>>>> It
>>>> also exposes you to driver bugs/oddities.
>>>>> Seriously, you generally can't just accelerate one function and nothing
>>>>> else. What you will end up with is the worst of both worlds, as you
>>>>> take
>>>>> the hit of switching between hardware and software rendering all the
>>>>> time.
>>>> You can actually. I don't think it's being suggested that you use the
>>>> OpenGL driver to implement a basic bitblt. Its being suggested that the
>>>> Android OS supports the ability for hardware to accelerate the bitblt.
>>>> Maybe it already does, I don't know.
>>>>> If you just want to draw bitmaps to the screen, this can certainly be
>>>>> accomplished with Open GL ES, and you don't need to rely on the platform
>>>>> to
>>>>> provide you with essentially helper APIs to make it easier to do that
>>>>> particular special case. You can ask anyone here to write such a thing
>>>>> for
>>>>> you. Waiting for the platform to provide it is a really bad option
>>>>> because
>>>>> you don't know when it will be available (we don't really, either), and
>>>>> even
>>>>> once it does become available you can't really take advantage of it
>>>>> until it
>>>>> is available on the majority of the devices.
>>>>>
>>>>> There are so many things people can do without relying on the platform
>>>>> to
>>>>> give it to them in a nice little bundle.
>>>> I don't think anyone is waiting. I believe it was just a
>>>> request/suggestion.
>>>>> --
>>>>> Dianne Hackborn
>>>>> Android framework engineer
>>>>> hackbod@android.com<mailto:hackbod@android.com>
>>>>>
>>>>> Note: please don't send private questions to me, as I don't have time to
>>>>> provide private support, and so won't reply to such e-mails. All such
>>>>> questions should be posted on public forums, where I and others can see
>>>>> and
>>>>> answer them.
>>>>>
>>>>> --
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>>>> --
>>>> Leigh McRae
>>>> www.lonedwarfgames.com
>>>>
>>>> --
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>>>
>> --
>> Leigh McRae
>> www.lonedwarfgames.com
>>
>> --
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>
>

--
Leigh McRae
www.lonedwarfgames.com

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