Hi Jim,
I think you're right. I actually use a timer in my games to try and
achieve 60 frames a second.
And my little snippet before about basing the movement off of how much
time has actually elapsed makes it so that if you are actually on a slow
computer that only gets 40 frames a second then your character still
moves at the same rate over time.
Which in the case of only getting one frame per second or 1 frame per
every few seconds can cause problems in detecting collision, but that is
quite uncommon and usually a computer that slow won't run your game at
all for other reasons.
And Cara's comment about the number of times the game loop processes
during a second being the same as frames per second is absolutely true
for audio games and most games for that matter.
Though I have seen some people make the game loop , sometimes called
the update loop, process 100 times a second but limit the drawing loop
to only 60 since that is about as much as the eye can detect.
I'm not sure if that is a good practice though and personally my update
loop and draw loop run in the same game loop and at the same rate so
that I can keep it syncrhonous.
Ian Reed
On 7/31/2013 6:40 AM, Jim Kitchen wrote:
Hi Cara,
Maybe just semantics, but isn't a timing loop what I use to control
the frame rate?
In my games such as Mach 1, Puppy 1 and Awesome Homer, they up date
everything, get input, and then wait for an amount of time to pass
before doing it again.
It was years ago when I set my Ummm, frame rate at 20 times per
second. Didn't want to be too fast for some computers. 20 times per
second would probably be way too slow for a graphical up date, but it
seems fast enough for audio and responsive game play.
BTW I know no trig or upper level math. I use addition, subtraction
etc and stuff like that for my games. Would be cool though if I knew
some of that stuff.
BFN
Jim
Check my web site for my 35 free games.
[email protected]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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