Frame Rate Limit - Android - Cocos2d-x 3 rc0

Hi guys,

I’ve just made my first game using Cocos2D-X coming from an SFML background. I’ve got my game up and running perfectly on iOS and PC, but my Android port is running at a full 60fps when it should be capped to 30fps.

director->setAnimationInterval(1.0 / 30);

I’ve seen some people suggest using Cocos2dxRenderer.java, but that doesn’t exist in Cocos2d-x 3.

I’d really appreciate it if someone could point me in the right direction on how to fix this :slight_smile: It’s the final piece in my puzzle before I can release my game :smiley:

Thanks in advance.

I have tested this on rc1 and it’s not working on that either.

Has no one else run into this problem?

I sure hope the final release of 3 won’t have this issue in it! Surely that’s a pretty major part of cocos2d-x?

Hope someone can help me out, or perhaps point me in the direction of where I can log an official bug? I’ve gone to the chat room but it’s pretty dead in there at the moment :frowning:

I’ve just discovered this doesn’t work in the Windows Phone 8 project either.

@KentuckyFriedKermit
Cocos2dxRenderer.java is added again in 3.0RC1 to resolve black screen issue on some Android devices. WP8 support is in initial stage on v3.0.

Thanks for getting back to me :slight_smile:

I will give the Cocos2dxRender.java workaround a try!

My pleasure, and please let me know the result, thanks.