Quote: "I don't know if this is an AppGameKit specific problem like Cliff says. It doesn't really matter what you do, this is your limit."
It whas a common problem on most android engines in the beginning but most of them have already solved this issue.
On Samsung devices is this usually because of the mali 400 gpu that gets slow if you try to run at high resolution as it don't support this in the shaders and gets fillrate issues.
This is about the resolution of the precission of float values in the shader.
Most rendering and fx in open gl is handled thru shaders that is either internal or external.
I know I helped paul j to find this issue with 3d not rendering correctly on mali 400 devices a long time ago?
Even unity had this problem in the beginning but they solved it within a month when it whas discovered.
So it should be a easy fix if you know wath to look for.
I don't remember the thread name where we discussed this before????
Quote: "In RTA I do time based movement like this:"
Van know if this method as we iuse it in eat drink slay
But he usually writes his code for 60 fps and I fix them when I bug check our code
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz