3 ms·
The problem with rokon (when i looked at it) is that it runs both the rendering and game logic on one thread, which is not optimal for performance. AndEngine ta
by gregholland 16y ago
The problem with rokon (when i looked at it) is that it runs both the rendering and game logic on one thread, which is not optimal for performance. AndEngine takes this a step further by running it on 2 threads and only locking them into sync during the geometry submission phase of the rendering pipeline. By doing this, you save about 10-12ms per frame to do your game logic while an eglBufferSwap is happening (on my Mytouch3g), which in some cases can cause a big speedup for your game.