Android: Deciding between SurfaceView and OpenGL (GLSurfaceView)

Posted by Rich on Stack Overflow See other posts from Stack Overflow or by Rich
Published on 2011-03-02T15:01:21Z Indexed on 2011/03/02 15:25 UTC
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Is there a way to decide up front based on the expected complexity of a game/app in the planning phase whether to use regular Canvas drawing in a SurfaceView or to go with OpenGL?

I've been playing around with a Canvas and only need 2D movement, and on a fairly new phone I'm getting pretty decent performance with a bunch of primitive objects and a few bitmaps running around the screen on a solid background.

Is it fair to say that if I'm going to be drawing background images and increasing the number of objects being moved and drawn on top of them that I should go straight to OpenGL?

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