Narendrabrsoft / cocos2d-android-1

Automatically exported from code.google.com/p/cocos2d-android-1
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moving sprites occasionally skip - not locked to screen refresh? #19

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. Create new project and set the animation interval to 60fps
2. Add several CCSprites to scene
3. Move the sprites using schedule (sprite.schedule("update")
3. Note that smooth animation is occasionally interrupted causing a slight skip 
in movement

Are there any known issues regarding locking the view updates to the screen 
refresh? Or some other issues that may cause interrupts in animation?

Original issue reported on code.google.com by docherty...@gmail.com on 24 Nov 2010 at 10:30

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
I'm using a Samsung Galaxy tab - it runs at 60fps but occasionally drops to 
20fps for a brief moment. This tends to interrupt any animations running. It 
does this whether there is one sprite or many sprites. 

Original comment by docherty...@gmail.com on 25 Nov 2010 at 9:34

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
肉眼观察,帧数骤降的时候一般都伴随着gc... 
htc magic 

Original comment by NGl...@gmail.com on 26 Nov 2010 at 8:30

GoogleCodeExporter commented 8 years ago
肉眼观察,帧数骤降的时候一般都伴随着gc... 
htc magic 

Original comment by NGl...@gmail.com on 26 Nov 2010 at 8:36

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
That's what I am trying to figure out. Is it GC related? Is it a problem with 
all android devices, or a problem with cocos2d android code. :D

Original comment by docherty...@gmail.com on 26 Nov 2010 at 9:15

GoogleCodeExporter commented 8 years ago
Is the open-genius' gc-optimice branch  working for this problem?

Original comment by NGl...@gmail.com on 26 Nov 2010 at 12:58

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
I have downloaded latest ZIP file from the github and I still see this problem 
on N1. You are doing great job but if it is impossible to fix this animation 
problem...

Original comment by amirs...@gmail.com on 28 Nov 2010 at 10:37

GoogleCodeExporter commented 8 years ago
is there any news on GC improvements?

Original comment by amirs...@gmail.com on 29 Nov 2010 at 12:17

GoogleCodeExporter commented 8 years ago
Any news here? Without improvements it will be impossible to actually use 
Cocos2D for Android. Maybe in some simple and less demanding games.

Original comment by amirs...@gmail.com on 7 Dec 2010 at 7:56

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
I have similar problem, if you turn fps off it will perform much better. Just 
try to allocate memory as min as possible.

Original comment by karmazin...@gmail.com on 8 Dec 2010 at 3:40

GoogleCodeExporter commented 8 years ago
It depends on what you are doing. Cocos used to create thousands of objects 
when I ported SkyTower. I fixed many creations, but there are still lots of 
them. I can fix it only if I know where this creations are. But maybe you are 
doing lots of garbage in your code? Try to avoid calls like 
sprite.setPosition(CGPoint.ccp(12, 23)).

Original comment by opengen...@gmail.com on 14 Dec 2010 at 9:43