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  is this the best performace I can get from the game loop?  (Read 5396 times)
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Offline oNyx

JGO Coder


Medals: 1


pixels! :x


« Reply #30 - Posted 2005-12-13 21:34:38 »

The new and improved throtteling code (for bad timers) looks like this:
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private long lastFrame=0;
float yield=10000f;
float frameAverage=16f; //start with desired msec per frame

[...]

long timeNow = System.currentTimeMillis();
//rolling average for the last 10 time inputs
frameAverage = (frameAverage * 10 + (timeNow - lastFrame)) / 11;
lastFrame=timeNow;

//16f = for 16msec
//0.1f = damping value
//and that +0.05f bit is for ensuring that it can grow faster after it ran flat out for a while
yield+=yield*((16f/frameAverage)-1)*0.1f+0.05f;

for(int i=0;i<yield;i++)
   Thread.yield();


It uses rolling average and proportional adjusting yield (with some damping).

It seems to work very well. Adjusting happens more gentle and sensible than before. Currently fuzetsu and bad sector are using that kind of throtteling.

弾幕 ☆ @mahonnaiseblog
Offline Kommi

Junior Member




All opinions will be lined up and shot!


« Reply #31 - Posted 2005-12-15 21:25:30 »

Cool man, thanks a lot.

Kommi
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