- elias--
You received this message because you are subscribed to the Google Groups "golang-nuts" group.
To unsubscribe from this group and stop receiving emails from it, send an email to golang-nuts...@googlegroups.com.
For more options, visit https://groups.google.com/groups/opt_out.
Nice work,
Even with the language design issues I voiced a few times here, I would actually
consider using Go to write Android applications, if it would be an official supported language.
This is why I created this issue,
http://code.google.com/p/android/issues/detail?id=39482
But from the looks of it, nothing much has happened and to be honest from this year's
Google IO talks, I got the idea that the NDK is a kind of stepchild, considering that the
new Game APIs are Java only and the emphasis on Renderscript.
glGenRenderbuffers(1, &_msaaColorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _msaaColorBuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_RGBA4, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _msaaColorBuffer);
// Multisample Depth Render Buffer
glGenRenderbuffers(1, &_msaaDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _msaaDepthBuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _msaaDepthBuffer);
--
You received this message because you are subscribed to the Google Groups "golang-nuts" group.
To unsubscribe from this group and stop receiving emails from it, send an email to golang-nuts...@googlegroups.com.
For more options, visit https://groups.google.com/groups/opt_out.
Sufficiently graphically advanced games require deterministic frame performance. With Go on Android, I see this requirement challenged twice: by unrestricted background apps and non-deterministic GC pauses. Any ideas on how those issues could be mitigated, if only partially?
As for the GC pauses, minimize or eliminate per-frame garbage after level load is key. No garbage, no GC.
On Friday, July 5, 2013 11:12:25 AM UTC-6, Elias Naur wrote:
As for the GC pauses, minimize or eliminate per-frame garbage after level load is key. No garbage, no GC.Precisely, and at the end of level load you can call runtime.GC to force any garbage collection prior to gameplay, and if need be call SetGCPercent from runtime/debug to tune the collection to your needs. Besides which, it's entirely feasible to design a game engine that produces no garbage.
--
You received this message because you are subscribed to the Google Groups "golang-nuts" group.
To unsubscribe from this group and stop receiving emails from it, send an email to golang-nuts...@googlegroups.com.
For more options, visit https://groups.google.com/groups/opt_out.
Besides, in a garbage-collected language, the standard library itself relies on garbage collection.
So to be sure you're not generating excessive garbage, you'd need to either inspect the code of the libraries you're using or not use them at all (which would defeat the point of using Go in the first place).
Say, you want to display frames per second on each frame. Do you use a library function to convert the number to string or do manual digit juggling to save yourself an allocation?