Rockthesmurf
Advanced Member
Hi there,
Milkshake's recent contribution of added Paid Application support to the repository he created (http://boards.openpa...ed-in-the-repo/) has left me in the position where I have a commercial game I would like to release on the Pandora, and it is all just about ready to go, except there is an input lag problem. This problem has existed since day one for me with my Pandora development. Milkshake has kindly tested build on his device and also experiences the same problem. For many weeks (well months) now my Pandora has been with Evil Dragon awaiting repair, so I am unable to really do anything more myself to look into the input lag issue, although in honesty I do not know what to test next except trying to make an extremely cut down reproduction case.
First of all, I should probably mention the game in question is KAMI RETRO, further details about the game can be found here:
iPhone - http://itunes.apple....d424188363?mt=8
iPad - http://itunes.apple.com/us/app/kami-retro-hd/id433330514?mt=8
Android - https://market.andro...ro.global&hl=en
WebOS Handsets - https://developer.pa...games.kamiretro
WebOS Tablets - https://developer.pa...mes.kamiretrohd
Right now I do not know for sure what price it will be sold for on Pandora, although £1.99 is a possibility. Anyway, I am getting ahead of myself, until this input issue is fixed I can not proceed. I have already spoken to a couple of developers about this issue, and I will post my question below, on the off chance anyone can offer any suggestions:
My problem seems to be that input events don't always come through for the touch screen, or at least sometimes are delayed by a substantial amount of time.
My touch screen event processing code (which runs once a frame) is quite straight forward, something along the lines of:
The main problems I experience are:
My application is using OpenGL (ES 1) for rendering, AL for audio, and x11 for initial screen setup/event handling. Before I sent my Pandora off for repair I did try switching over to SDL for input event handling, however this didn't work for me (I believe I will need to change my screen setup code to use X11 too for this to work).
It's a long shot, but could anyone offer any suggestions as to what is causing this bug? I'd love to find a way to fix it, without having my Pandora, and get the game on the AppStore so everyone can check it out (quite possibly I could provide a Lite version too, for free, for people to play if they do not want to pay for the full game).
Due to the nature of the game (flicking characters around on the screen) it is rather crucial that input events come in (and ideally with as little lag as possible). I should also note my company, Paw Print Games, owns a few other licenses, and I have tried running these games on Pandora (using the same underlining engine) and the problem occurs in the other projects too. I'm very much hoping to be able to put not only KAMI RETRO but future projects on the Pandora, I don't necessarily expect for them to even pay for the development costs initially, but I'd like to be able to do something to help the Pandora.
Best regards,
Steve
Milkshake's recent contribution of added Paid Application support to the repository he created (http://boards.openpa...ed-in-the-repo/) has left me in the position where I have a commercial game I would like to release on the Pandora, and it is all just about ready to go, except there is an input lag problem. This problem has existed since day one for me with my Pandora development. Milkshake has kindly tested build on his device and also experiences the same problem. For many weeks (well months) now my Pandora has been with Evil Dragon awaiting repair, so I am unable to really do anything more myself to look into the input lag issue, although in honesty I do not know what to test next except trying to make an extremely cut down reproduction case.
First of all, I should probably mention the game in question is KAMI RETRO, further details about the game can be found here:
iPhone - http://itunes.apple....d424188363?mt=8
iPad - http://itunes.apple.com/us/app/kami-retro-hd/id433330514?mt=8
Android - https://market.andro...ro.global&hl=en
WebOS Handsets - https://developer.pa...games.kamiretro
WebOS Tablets - https://developer.pa...mes.kamiretrohd
Right now I do not know for sure what price it will be sold for on Pandora, although £1.99 is a possibility. Anyway, I am getting ahead of myself, until this input issue is fixed I can not proceed. I have already spoken to a couple of developers about this issue, and I will post my question below, on the off chance anyone can offer any suggestions:
My problem seems to be that input events don't always come through for the touch screen, or at least sometimes are delayed by a substantial amount of time.
My touch screen event processing code (which runs once a frame) is quite straight forward, something along the lines of:
Code:
while ( XPending( m_XDisplay ) )
{
XNextEvent( m_XDisplay, &xev );
switch ( xev.type )
{
case ButtonPress:
{
// Pass event onto generic input handler which works without any problems on many other platforms
}
break;
case ButtonRelease:
{
// Pass event onto generic input handler which works without any problems on many other platforms
}
break;
case MotionNotify:
{
// Pass event onto generic input handler which works without any problems on many other platforms
}
break; }
}
The main problems I experience are:
- Sometimes events either do not seem to come through at all, or come through very late
- Sometimes I get a motion event without a corresponding down event (in which case I just pretend a down event has come in, as we shouldn't be able to get motion without a down event first)
- Input is generally a bit laggy (but then again, it is on a number of devices, if it is at least consistent it isn't *as* bad)
My application is using OpenGL (ES 1) for rendering, AL for audio, and x11 for initial screen setup/event handling. Before I sent my Pandora off for repair I did try switching over to SDL for input event handling, however this didn't work for me (I believe I will need to change my screen setup code to use X11 too for this to work).
It's a long shot, but could anyone offer any suggestions as to what is causing this bug? I'd love to find a way to fix it, without having my Pandora, and get the game on the AppStore so everyone can check it out (quite possibly I could provide a Lite version too, for free, for people to play if they do not want to pay for the full game).
Due to the nature of the game (flicking characters around on the screen) it is rather crucial that input events come in (and ideally with as little lag as possible). I should also note my company, Paw Print Games, owns a few other licenses, and I have tried running these games on Pandora (using the same underlining engine) and the problem occurs in the other projects too. I'm very much hoping to be able to put not only KAMI RETRO but future projects on the Pandora, I don't necessarily expect for them to even pay for the development costs initially, but I'd like to be able to do something to help the Pandora.
Best regards,
Steve
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