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I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The AndroidAndroid's way is to have two threads, one for rendering and one for updating. This - this due to some devices blocking when updating the hardware - while the iPhone's way is to have one thread to do it all.

My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell.

What I have learnt thatwant is someone to explain how a game like Quake can transition from the menu to the game? Does it stop rendering, load the game stuff and then start rendering again, like what I cannot just dynamically add another Renderer classdid on the iPhone? Does it load the tree becausegame stuff while still rendering the menu?

Interestingly, when I will probablydid try to load a Renderer class while renderering I would get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So howWas I just doing something wrong or is it donepossible to load textures and buffers, while it's rendering?

Examples would be appreciated.

I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android way is to have two threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware.

My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell.

I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?

I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android's way is to have two threads, one for rendering and one for updating - this due to some devices blocking when updating the hardware - while the iPhone's way is to have one thread to do it all.

My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell.

What I want is someone to explain how a game like Quake can transition from the menu to the game? Does it stop rendering, load the game stuff and then start rendering again, like what I did on the iPhone? Does it load the game stuff while still rendering the menu?

Interestingly, when I did try to load a Renderer class while renderering I would get a dequeuing buffer error - which I believe to be OpenGL ES. Was I just doing something wrong or is it possible to load textures and buffers, while it's rendering?

Examples would be appreciated.

added 14 characters in body; edited title
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user1430
user1430

Game Code Design dorfor Rendering

I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android way is to have 2two threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware. My

My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell. I

I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?

Game Code Design dor Rendering

I first created a game on the iPhone and now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. Android way is to have 2 threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware. My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell. I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?

Game Code Design for Rendering

I first created a game on the iPhone and I'm now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. The Android way is to have two threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware.

My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell.

I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?

Source Link

Game Code Design dor Rendering

I first created a game on the iPhone and now porting it to Android. I wrote most of the code in C++, but when it came to porting it wasn't so easy. Android way is to have 2 threads, one for rendering and one for updating. This due to some devices blocking when updating the hardware. My problem is that I am coming from the iPhone. When I transition, say from the Menu to the Game, I would stop the Animation (Rendering) and load up the next Manager (the Menu has a Manager and so has the Game). I could implement the same thing on Android, but I have noticed on game ports like Quake, don't do this - as far as I can tell. I have learnt that I cannot just dynamically add another Renderer class the the tree because I will probably get a dequeuing buffer error - which I believe to be a problem with the OpenGL ES side. So how is it done?