- The camera must be easily positioned and oriented relative to another entity.
- The manipulation of an entity should not be limited to a specific entity so that switching controls between entites doesn't become difficult.
A decision has been made to remove or exclude a couple of features to speed up the development and to gain further knowledge in android specific solutions.
- For the in-game menu, a viewpager will be used over the engines drawing surface.
- Any text will be displayed in a textview over the engines drawing surface
Since both of these will be separated from my rendering in the opengl surface, a preliminary decision has been made to pause the game whenever the menu or any text is displayed since I don't know how and can't change how these will affect the flow of the game.
The DDMS in eclipse has been really useful for profiling the application. The allocation tracker has helped me alot to find parts where i reallocate a lot of memory. To prevent the garbage collector from running constantly, I've been forced to make my vector objects mutable. While it was a difficult task to change such a widely used class it was nice to see that the synchronization worked correctly between the two threads.
As a memento for the future, here is a screen capture of the game :)
The DDMS in eclipse has been really useful for profiling the application. The allocation tracker has helped me alot to find parts where i reallocate a lot of memory. To prevent the garbage collector from running constantly, I've been forced to make my vector objects mutable. While it was a difficult task to change such a widely used class it was nice to see that the synchronization worked correctly between the two threads.
As a memento for the future, here is a screen capture of the game :)