I finished converting my pong game to Gideros, but having one problem. The pong
game is Single and Multi Player. I used MOUSE_MOVE which worked
great for single player, but forgot that MOUSE_MOVE is for single touch. So now
I'm using TOUCHES_MOVE, but having problems with multi touch.
Sometimes it works, if I touch the left paddle before the right paddle, the left paddle
moves o.k, but if I touch the right paddle first, the left paddle won't move when
Touched. Then sometimes the paddles might jump.
I looked at the "Touch Explorer" example, but I'm still having trouble.
Do you have a small multi touch example with objects?
These are the names of my paddle objects, paddleMoveLeft and paddleMoveRight.
Thanks
P.S.
I noticed that Touches are almost instant with Gideros compared to GLBasic and the other Lua SDK
where there is a slight lag.
Comments
If possible, can you send me some code that produces this problem? (maybe you can send me some part of your code) my email is atilim@giderosmobile.com
Thanks
My touch code would work very smooth one time and sometimes it would lag.
So I tested Gideros "Touch Explorer" example again and it does the same thing.
It works smoothly most of the time, but if you exit Touch Explorer and run again,
it sometimes lags. It might lag after the first exit or it could take up to 10 times
before it lags.
The mouse events singe touch works ok.
I tested on a iPhone3GS(iOS5), with the player and Xcode exported, with the same results.
Using latest beta 2011.9 beta2, which is working great!
this is interesting. Can you please run "Touch Explorer" with print statement at line 29 commented out? Printing all the touches to the console may slow the player. Also I will investigate this further.
I also tested on an iPad 2(iOS5) and it lagged even more. Actually on the iPad 2 I could
never get the touches to move smooth.
I used Export to Xcode for the test using latest version of Xcode.
Ill be glad to do more test.
Thank you.
https://deluxepixel.com
Slow on Android? I can't confirm that. With me it is fine. Am running an HTC Desire with 2.33 on it.
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[update] I tried some random music apps on the same android device... they were just as bad pretty much. It must be a poor device to be honest. Jeez.
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[update] All working great now on iOS but feels like around 100ms sound latency/lag on Android galaxy tab s 5 wifi device, multi-touches are instant tho because I light up the drum pads when I trigger the samples. I conclude therefore a great cross platform engine but the android sound layer must be crud (as well documented elsewhere) for music apps and that's probably why with most the performance is poor that are on Google Play rather than the fault of the developers or engine. Now my testing is over I might write a game with it at least that does not require rock solid sound triggering. I therefore give Gideros 9/10 as it's pretty damn good indeed at what it actually does and can do Not bad progress for 2 days work either.
Further reading on Android sound latency problem...
http://www.rossbencina.com/code/dave-sparks-on-android-audio-latency-at-google-io-2011
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