Hi Ian, 60 is good. On the iPHone there is actually a class called CADisplayLink which automatically keeps graphical updates synced with the display refresh rate (of 60 FPS) so this class is actually really handy for audio work as well. It makes a great all-purpose game loop! :)
As for people using asynchronous game loops this honestly sounds like a threading nightmare to me! Eek! :) anyway, thanks for this! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On Jul 31, 2013, at 11:14 AM, Ian Reed <[email protected]> wrote: 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 > --- > Gamers mailing list __ [email protected] > If you want to leave the list, send E-mail to [email protected]. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[email protected]. > If you have any questions or concerns regarding the management of the list, > please send E-mail to [email protected]. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected]. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
