Making a full-screen animation on Android? Should I use OPENGL?
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Roger Travis
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Published on 2012-11-12T12:43:03Z
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2012/11/12
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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:
- storing each frame as a compressed JPEG
- before animation starts, loading each frame into a byteArray
- 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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