Making a full-screen animation on Android? Should I use OPENGL?

Posted by Roger Travis on Game Development See other posts from Game Development or by Roger Travis
Published on 2012-11-12T12:43:03Z Indexed on 2012/11/12 17:23 UTC
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Say I need to make several full-screen animation that would consist of about 500+ frames each, similar to the TalkingTom app ( https://play.google.com/store/apps/details?id=com.outfit7.talkingtom2free ).

Animation should be playing at a reasonable speed - supposedly not less, then 20fps - and pictures should be of a reasonable quality, not overly compressed.

What method do you think should I use?

So far I tried:

  1. storing each frame as a compressed JPEG
  2. before animation starts, loading each frame into a byteArray
  3. as the animation plays, decode corresponding byteArray into a bitmap and draw it on a surface view.

Problem - speed is too low, usually about 5-10 FPS.

I have thought of two other options.

  • turning all animations into one movie file... but I guess there might be problems with starting, pausing and seeking to the exactly right frame... what do you think?

  • another option I thought about was using OPENGL ( while I never worked with it before ), to play animation frame by frame. What do you think, would opengl be able to handle it?

Thanks!

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