I made android builds of several of the samples and tried them on my MyTouch 3G phone (this is the original MyTouch and not the newer MyTouch Slide). Most of the physic samples ran extremely slow, and was painfully slow to watch. Samples Chains, EggBreaker, Multipuck, SimplePool all ran slow, however for some reason ShapeTumber had decent (but not excellent) performance. Not sure what’s different about that one, but it might help you to track this down. I tried compiling some of the slow ones as 2.2 instead of 1.6 and that didn’t seem to make any difference. Other apps that didn’t use physics, like HorseAnimation and ListView3 ran fine. [import]uid: 11021 topic_id: 3699 reply_id: 303699[/import]
BTW Here’s the specs on my phone if that helps
TMobile MyTouch running android OS version 2.2.1
(baseband version 62.5OSJ.20.17U_2.22.28.25
kernel version 2.6.32.9-27237-gbe746fb
android-build@apa26 #1
build number FRG83D) [import]uid: 11021 topic_id: 3699 reply_id: 11257[/import]
Hi,
Not sure if this is an Android 2.2 issue or the phone issue.
The Android Tablet running 2.1 works perfectly fine with Physics but the Android 2.2 phone *chokes* on it. At first I was thinking it could have been the Phone’s specs, but reading the above post, I feel it is something to do with Android 2.2 and the physics routines.
This phone runs all other things perfectly fine.
The phone details
Make & Model : Ideos U8150
Version : 100
Release : 001
C : 191
Build : 822
Android : Android 2.2
Kernel : 2.6.32.9-pref (huawei@product#1)
Baseband : 2201003
And something unrelated, the Tablet has the accelerometer wrong, where as the phone has the accelerometer right. [import]uid: 3826 topic_id: 3699 reply_id: 11296[/import]
Android is generally a problem for Corona right now, many functions (especially physics based) aren’t working as well on Android as on IPhones. I’m developing a simple snowball game right now and gameUI (objects dragging) isn’t working for me on Android, at all, while the game runs perfectly on IPhone. Also touch events are a problem on Android, cause they’re speeding up the whole game for a certain amount of time.
I also had some problems with my game running too slow on Android when the pictures I used were too big. I had a background picture which was about 1000pixel wide and 800pixels high at first and with that the game ran with 5fps or so on Android. After I resized the pic to nearly fit the native resolution of my Hero (320x480), the game ran smoothly. [import]uid: 11219 topic_id: 3699 reply_id: 11334[/import]