Reputation: 54133
To optimize my game I made it grid based. Objects lye in a grid square. Thus to do rendering I gather all objects in the regions visible to the camera and put them in a list by layer:
public ArrayList<Entity> queryRect(OBB2D rect)
{
neighbourQueryObjs.clear();
ArrayList<Region> reg = determineNeighbourRegions(rect);
for(int i = 0; i < Entity.MAX_LAYERS; ++i)
{
for(Region r : reg)
{
for(Entity e : r.getStatic(i))
{
if(!neighbourQueryObjs.contains(e) && e.getRect().overlaps(rect))
{
neighbourQueryObjs.add(e);
}
}
for(Entity e : r.getDynamic(i))
{
if(!neighbourQueryObjs.contains(e) && e.getRect().overlaps(rect))
{
neighbourQueryObjs.add(e);
}
}
}
}
return neighbourQueryObjs;
}
This works great. The game is very fast. I call this evey frame The problem is that every 1 or 2 seconds or so, the game just freezes for about 2-300 ms.
I suspect it is garbage collection. Could that be it?
Is there a way I could preallocate this stuff so it never has to use GC? I dont mind wasting memory, memory is no problem.
Here is my game loop, could that be it:
public void run() {
Canvas canvas;
long beginTime; // the time when the cycle begun
long timeDiff; // the time it took for the cycle to execute
int sleepTime; // ms to sleep (<0 if we're behind)
int framesSkipped; // number of frames being skipped
sleepTime = 0;
while (running)
{
canvas = null;
// try locking the canvas for exclusive pixel editing
// in the surface
try
{
// we have to make sure that the surface has been created
// if not we wait until it gets created
if (!holder.getSurface ().isValid())
continue;
canvas = this.holder.lockCanvas();
synchronized (holder)
{
beginTime = System.currentTimeMillis();
framesSkipped = 0; // resetting the frames skipped
// update game state
update();
// render state to the screen
// draws the canvas on the panel
display(canvas);
// calculate how long did the cycle take
timeDiff = System.currentTimeMillis() - beginTime;
// calculate sleep time
sleepTime = (int)(FRAME_PERIOD - timeDiff);
if (sleepTime > 0)
{
// if sleepTime > 0 we're OK
try
{
// send the thread to sleep for a short period
// very useful for battery saving
Thread.sleep(sleepTime);
} catch (InterruptedException e) {}
}
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS)
{
// we need to catch up
// update without rendering
update();
// add frame period to check if in next frame
sleepTime += FRAME_PERIOD;
framesSkipped++;
}
}
}
finally
{
// in case of an exception the surface is not left in
// an inconsistent state
if (canvas != null)
{
holder.unlockCanvasAndPost(canvas);
}
} // end finally
}
}
protected void onDrawTransformed(GraphicsContext g)
{
OBB2D view = g.getCamera().getCamRect(getWidth(), getHeight());
ArrayList<Entity> ents = world.queryRect(view);
for(Entity e : ents)
{
e.draw(g);
}
//city.draw(g);
//vehicle.draw(g);
}
What could I do to stop the stutter?
Thanks
Upvotes: 2
Views: 508
Reputation: 23556
in your public ArrayList<Entity> queryRect(OBB2D rect)
you're constantly calling neighbourQueryObjs.clear();
and neighbourQueryObjs.add(e);
, which allocates and deallocates memory.
to find out if this really is the problem, you may temporary comment out clear()/add()
parts and return always the same (precomputed?) neighbourQueryObjs
and see if the stutter is gone. something along the lines:
if( neighbourQueryObjs.length() == 0 ) {
// calculate the neighbourQueryObjs
}
return neighbourQueryObjs;
Upvotes: 1