Exactly, I do it in another thread. I think that also causes the flickering I have sometimes. It sounds similar like
this topic. Maybe this is also a multi-threading realted problem.
My player consists of more objects and when I move him around in navigation thread, it happens that one object is already further than the others. (My workaround was that I found the mergeObjects() method
)
I read a lot in the board now, and I you mentioned sometimes that jPCT-AE is not thread safe. What does this exactly mean? I saw a video from Google IO, they mentioned that it is wise isolate navigation and game logic in different threads than rendering. After my classes got bigger and bigger I tried this approach also. It works quite well beside the problems I have already mentioned. Next I tried to synchronize the move() method of navigation thread with the onDrawFrame() method of rendering thread. I thought this should help, but it didn't work, the navigation thread was blocked forever. Beside I think I get much overhead through syncronizing all this stuff in the end. Now I'm thinking of merging all in one thread/class again.
I know this doesn't fit to this thread-topic anymore, but could you (or someone professional else) give an advice how a good architecture could look like for a (big) jPCT-AE realtime project? This would be simply awesome
!
Edit: I started a
new topic on that one.