jPCT-AE - a 3d engine for Android > Support

NPE at Object3D.animate(..)

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raft:
yeah good catch, it's fixed now ;) but fps seriously drops with animation, 35+ to 5-10 ::) does real phone behave the same ?

EgonOlsen:
Yes, the phone behaves the same. From ~25 down to 7 fps in my test app with animations enabled (was 4 before my first optimization approach). I think that this can be improved a little further. I'll try to use indexed geometry instead. I'm currently not doing this in AE, because it's slower (albeit it should be faster in theory), but for animations, it may be worth it. But i don't expect any miracles from that....maybe i can get it up to 10 fps.
However, i can't remember any 3d game on Android that uses animations of that kind. They all revert to static objects like balls, cars, flying robots...and even if there is animation (like in the Neocore demo, which is native), it seems to be done by rotating parts of the objects, not by playing around with the vertices. Must be a reason for this...

EgonOlsen:
Opps...going for indexed geometry for animated objects (i.e. doing the exact opposite of what the desktop jPCT does), increased frame rate from 7 to 16 when playing animations. Obviously the filling of the vertex arrays with the animated vertices absolutely kills performance, i.e. you are rewarded greatly for each vertex that you don't touch.
Nice...i'll try to increase this further, if possible.

raft:
awesome ;D

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