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Messages - dl.zerocool

#1
Support / Re: Version updates!
June 08, 2010, 03:49:09 PM
I'm going to use this to view what is time consuming :)
Thank you for the word "profile / profiling" the only know I knew was profiler... who in my head is more related
to police tv shows... It's much more easy to find answer to my questions now.

http://developer.android.com/guide/developing/tools/traceview.html

#2
Support / Re: Version updates!
June 08, 2010, 03:38:35 PM
Okay is on the DDMS view, I already use this,

but it only profiles the memory, objects created etc..

What I would like is to see which function is time consuming on CPU.

Which functions are called too often.

Without having to print each time I make a call...
#3
Support / Re: Version updates!
June 07, 2010, 01:05:53 AM
What do you mean by profile (Does it mean examine ? sry my mother tongue is French & Portuguese) , and how can I do that ?
Have you a link to some tutorial or some explanation about it ?

[Edit]

I can't share yet the source code, but it will be shared soon as an Google project available trough svn.

But I need firstly to made the presentation to my classroom with my classmates and co-workers.
Because teachers judge us on the presentation and until then the code remains the school property.

And then I'll have my annually exams so I'll be very short in time to do this things.

But everything, included all resources will be shared asap.
#4
Support / Re: Version updates!
June 07, 2010, 12:47:29 AM
Do you have any idea why It could be so slow on some devices ?
Because I've reviewed again and again my code and I can't find what's wrong T_T

Can it come from the collision detections ?
Or perhaps just from the 3D rendering... I'm quite lost, and I don't find any tool that can examine what's time consuming.
I really would like to make it smooth on all cell phones.
But apparently that's impossible.
#5
Support / Re: Version updates!
June 05, 2010, 02:57:39 PM
You're right we do have problems with controls. As you can see the scene don't stop jumping and moves are not smooth. I would like to repair those ASAP.

Thank you for testing :)
#6
Support / Re: Version updates!
June 05, 2010, 11:41:59 AM
Posted a new version should consume less cpu.

I don't really know why the game is so slow on certain phones T_T
#7
Support / Re: Version updates!
June 05, 2010, 10:48:20 AM
Quote from: EgonOlsen on June 04, 2010, 11:25:45 PM
Quote from: dl.zerocool on June 04, 2010, 03:26:35 PM
I've found this :
http://code.google.com/events/io/2009/sessions/WritingRealTimeGamesAndroid.html

He does give some great tips.
What an awful sound recording...sounded like the borg from Star Trek in some parts. However, i liked the idea of adding a sleep to the input callback to avoid motion event flooding. Apart from that, he didn't offer anything new to me.


Ahaha ! I totally agree about the sound, I just read the subtitles ;)  I didn't listen it.
Well yes, he don't give that much advices and most of them are "logic" that we already apply.
But I like that Google is little by little doing this kind of videos and tutorials, so we can expect better products to come to our phone.
#8
Support / Re: Version updates!
June 04, 2010, 09:25:08 PM
Really strange, because I removed all the transparent stuff and initialize glSurface with the config you told me to.
#9
Quote from: paulscode on May 17, 2010, 01:03:47 AM
Quote from: Darkflame on May 14, 2010, 11:20:30 PMI know how to read the sensors and get (rough) angles in the x/y/z from both magnetic and gravitational sensors.
Now if only you could get exact GPS coordinates for the phone as well - with that and the angles, you could, for example, place a secret clue somewhere, and create a real-world treasure hunt game that people use their androids to play..

Yes that would bee a cool idea :) But another project XD

#10
Support / Re: Version updates!
June 04, 2010, 08:18:11 PM
New version of the ARescue and ARescueFroyo uploaded.

Tell me if it's better ;)
#11
Support / Re: Version updates!
June 04, 2010, 07:41:27 PM
Thans for the idea with the lights ;) I added 3 of them it look so much better.


I also found what I asked you for :

http://www.khronos.org/opengles/documentation/opengles1_0/html/eglChooseConfig.html

Everything is explained here ;) So no need to explain.
#12
Support / Re: Version updates!
June 04, 2010, 07:25:24 PM
Okay so I changed the pixelformat from my translucent to opaque
and when using no camera
I config the screen in this way :


glSurface.setEGLConfigChooser(new GLSurfaceView.EGLConfigChooser() {
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
// Ensure that we get a 16bit framebuffer. Otherwise, we'll fall
// back to Pixelflinger on some device (read: Samsung I7500)
int[] attributes = new int[] { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
EGLConfig[] configs = new EGLConfig[1];
int[] result = new int[1];
egl.eglChooseConfig(display, attributes, configs, 1, result);
return configs[0];
}
});


And then the camera works fine, but with no camera I've the layering problem, lik there was 2 screens with a blue filter T_T
#13
Support / Re: Version updates!
June 04, 2010, 06:09:02 PM
I'm adding the light at moment, but how can I suppress the all APLHA thing ?
#14
Support / Re: Version updates!
June 04, 2010, 03:26:35 PM
#15
Support / Re: Version updates!
June 04, 2010, 02:05:43 PM
Quote from: zammbi on June 04, 2010, 01:58:25 PM
Working much better now :)
Quite hard to play when starting but after a while I was able to win with 640 points

Ahahaha, I know, I'm always extremely busy, so I can't provide update now.
It's the end of the year and I'm very busy, exams in 2 weeks and other projects to finish...

So I'm quite sorry because it's buggy.