My Game is a modern bubble shooter and i have like 100 bubbles. They all have script but script doesnt have process or physics process. But the game still has like 5 fps on a Samsung S8 Plus. The phone isnt that old. At least for a bubble shooter. And i'm sure that the problem is the amount of bubbles bc when bubbles begins being generated themselves the game is getting slower and slower bt the amount. IDK how to fix it. It has 60 fps both in pc and my 2019 phone. And when you shoot the bubbles it gets faster bc there arent that bubbles left.
Godot version 3.2.3
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We build our own Yocto environment and distribution using a 5.10.119 kernel and mesa 20.3.
Currently we are trying to get an MIPI-DSI (ILI9881C) screen up and running on an SOM-RK3399v2 (Friendly-Elec) but have some troubles: We can get the screen to display an image, however, its shifted roughly 100px. This shift depends highly on the used MIPI-Clock (mbps).
All timings and clocks are correct and triple checked with the screen-vendor. We tried many configurations, did several Hardware revisions to our Mainboard and even tested the SOM-RK3399-Eval board from Friendly-Elec. All show the same behavior.
In an accident, we found an actual working configuration for the screen. However, on a mathematical basis, these settings should never work, but they do!
The screen vendor supplied us with the following timings:
H 800
HSW 20
HBP 20
HFP 20
V 1280
VSW 10
VBP 20
VFP 10
PCLK 68112 (60fps)
The driver implementation for the RK3399 MIPI-DSI selects mbps=510 for these timings.
But using these values results in the shifted image:
Notice how y100 is directly at the top of the screen, rather than 100px from the bottom.
Several try and errors later we found a configuration that works for the screen but shouldn't:
H 800
HSW 33
HBP 500
HFP 500
V 1280
VSW 10
VBP 20
VFP 10
PCLK 145173 (60fps)
MBPS 457
As you can see, those timings are ridiculously off the charts and PCKL does not fit to the (hardcoded) MBPS of 457. However, the screen shows a correct and nicely aligned image without flickering whatsoever.
We further diagnosed this and found that the RK3399 sends some strange or even malformed MIPI-DSI-Data-Stream when going from LP(LS) to HS to the screen using the correct timings, but sends a perfectly fine LS2HS-Data-Stream to the screen with incorrect timings:
Observe how the signal for the correct timings is hold high way to long (times 3) and the switch from low-power to high-speed seems to be corrupted.
Therefore, we assume that the shift in our image might be related to that incorrect LP2HS.
Have you seen such behavior before? Do you know what could yield this behavior? It seems like it does 3 blankings instead of 1?
I'm doing a competition that requires our device to pause and stop midway on a pole. The device carries an increasing load (chain). The midway point is marked with a slight score mark (which we don't believe will be that noticeable). The device is supposed to travel up on the outside of the pole without pausing, pause on the way down and again on the way up, not pause going down the second time and then stop midway going up again.
I don't have experience with programming sensors and motors so, while I have ideas about how to do this, I don't quite know how to actually program this. There's a cap on the top I can use to switch direction of travel but the end of the pipe is open. I'm thinking of using either height off the floor or the weight of the chain as a constant to mark position along the pole. I'm having trouble finding inexpensive sensors so I don't have specifics.
Right now, I'm toying with the idea of using the switch at the top as sort of an on/off for the pausing/not pausing code. Alternatively, I can use the constant measurement (height/weight) to count the cycles and switch on the code that way. Is this an effective way of doing this? I'm looking at a raspberry pi to control everything.
i created an app which plays a playlist of small tracks every thing was working fine , till windows phone 8.1 update
the problem is -> there is weird tick sound" at track end
so i tried to play the track in xbox music player it also has the same tick ... i tried to play the audio at my pc and android device the audio is okay, so i think it's a wp8.1 issue or a comparability issue with my mp3 tracks
so, is there any specifications for the mp3 to be compatible with wp8.1?
or any work around in code, i was thinking a bout muting the sound before the track end , by the way i'm using AudioPlayerAgent
All audio rendering processes encounter this same challenge/problem. Root cause : sound is a curve and as it varies above/below centerline, (typically varies from -1 to 0 to +1 where centerline is 0), if it ends not close enough to the centerline this pop/tick sound happens, (speaker is left in the lurge not at 0 and will physically instantaneously return to 0 producing the tick). Solution : either the player ~helps~ the sound by artificially forcing the hand by ending the clip at the centerline or do similar as a preprocess step in the source media. This ending transition can happen quickly, yet not instantaneously, or you'd be back where you started with the instantaneous transition to 0. Silence is just when the media supplies a series of zeros (IE. at centerline).
Some days ago I start to use a BT mouse. Sometimes its work fine and other times have lag.
After try to check what causes this, and ran several monitoring tools and notice if RSSI is 0 its works fine... but when it decreases, the lag got worst, and lower the RSSI value, worst is the lag.
Because I work in office with lots of wireless equipment, probably with Adaptive Frequency Hooping sometimes it get non clean environment, or the frequency hooping is not working as it should, and not changing to a cleaner frequency.
It is possible, in Linux, to the connection with mouse get stuck to a specific channel/frequency when I manually found one clener?
There is any tool which I can get the channel/frequency the connection is using?
Regards,
Filipe
I have developed 2 J2ME games. I have Nokia 6300 & Sony Ericsson w910i for testing the games. Both games work very fine in Sony Ericsson but on the Nokia 6300 throws OutOfMemoryError.
I have 5 screens , New game , Highscore , settings , Help and Exit, which are all GameCanvas subclasses.
In the Menu screen I have shown all these 5 screen names as buttons using TileLayer.
I have run my game in a Thread. When I quit the game I display the Menu screen. There it shows OutOfMemoryError .
Please can anyone help me remove the errors from the game?
In the world of J2ME, phones are different and JVM implementations are different and so do memory capacities different. Your games must be consuming memory more than Nokia 6300 can handle. Try to reduce memory consumption, do not instantiate classes you do not need at time to time. I'm sure if your game give OutOfMemoryException in Nokia 6300, it'll give the same error in most phones except W910i and smartphones with better memory capacities. But truest me, Nokia 6300 is an average phone in terms of J2ME capability and it means your game doesn't work on average phones.