M
m0nkeyboy
Hi,
I am currently working on a J2ME game project (MIDP 2.0) which will be
spanned across multiple mobile devices, ranging from low-end to
high-end in terms of processing power. I was looking for some
tips/advice on techniques/designs to make sure the game executes
consistently across platforms according to its original functional
spec.
With PC based games, I would normally use the well known method of
retrieving the change in system time during each cycle of the main
game loop, then updating the game mechanics appropriate to the value.
Such a method ensures that a faster CPU will still execute the game at
equivalent pace, only more smoothly. Whilst this method can be
implemented in J2ME, there is only such amount of smoothness you can
implement with a limited number of pixels on-screen before you start
wasting paint cycles.
I have thought about using timers in co-junction with screen updates
to always obtain a consistent execution, but I am uncertain if there's
a penalty induced in having the screen updating algorithms seperate
from the main game loop i.e. on a seperate timer thread.
If anyone can offer some tips/advice or even industry experience, I
would be most welcome.
I am currently working on a J2ME game project (MIDP 2.0) which will be
spanned across multiple mobile devices, ranging from low-end to
high-end in terms of processing power. I was looking for some
tips/advice on techniques/designs to make sure the game executes
consistently across platforms according to its original functional
spec.
With PC based games, I would normally use the well known method of
retrieving the change in system time during each cycle of the main
game loop, then updating the game mechanics appropriate to the value.
Such a method ensures that a faster CPU will still execute the game at
equivalent pace, only more smoothly. Whilst this method can be
implemented in J2ME, there is only such amount of smoothness you can
implement with a limited number of pixels on-screen before you start
wasting paint cycles.
I have thought about using timers in co-junction with screen updates
to always obtain a consistent execution, but I am uncertain if there's
a penalty induced in having the screen updating algorithms seperate
from the main game loop i.e. on a seperate timer thread.
If anyone can offer some tips/advice or even industry experience, I
would be most welcome.