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  dumb problem with gameLoop  (Read 804 times)
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Offline DarkMortar

Junior Member




Java Padawan


« Posted 2007-06-20 23:20:19 »

Grrr, I have yet another question about my gameloop. I cant seem to make an fps counter that is "fluid." It worked perfectly in my other programs, but now it doesnt anymore,
When I try to use a sleep timer it doesnt work, can someone here take a look at my gameloop, and tell me what is wrong? Also, I would like to know if it will work well.

This is based off the LWJGL kev glass tut:

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public void frameRendering() {      
      SystemTimer.sleep(lastLoopTime+2-SystemTimer.getTime());
     
      // work out how long its been since the last update, this
     // will be used to calculate how far the entities should
     // move this loop
     long delta = SystemTimer.getTime() - lastLoopTime;
      lastLoopTime = SystemTimer.getTime();
      lastFpsTime += delta;
      //fps++;
     
      // update our FPS counter if a second has passed
     if (lastFpsTime >= 100) {
         renderer.setTitle(title+" (fps: "+fps+")");
         lastFpsTime = 0;
         fps = 0;
      }
     
      // START LOGIC \\
     
     
     
      // END   LOGIC \\
     
      //boolean leftPressed = window.isKeyPressed(KeyEvent.VK_LEFT);
     
      // if escape has been pressed, stop the game
     if (renderer.isKeyPressed(KeyEvent.VK_ESCAPE)) {
         System.exit(0);
      }
     
      currentFrameFps = (SystemTimer.getTime()-lastLoopTime);
     
      if (currentFrameFps > 0) {
         fpsLog[fpsFrameCount] = (1000000/currentFrameFps);
      }
      fpsFrameCount++;
      fps = 0;
      for (long fps1: fpsLog) {
         fps += fps1;
       }
      fps /= fpsLog.length;
      if (fpsFrameCount >= fpsLog.length) { fpsFrameCount=0; }
   }



Game constructor:

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public Cosmos() {
      // create a window based on a chosen rendering method
     renderer = ResourceFactory.get().createRenderer();
     
      renderer.setResolution(Display.getDisplayMode().getWidth(),
                        Display.getDisplayMode().getHeight());
      renderer.setRendererCallback(this);
      renderer.setTitle(title);
      fpsLog = new long[8]; // keep 8 integer digits of fps logging
     lastLoopTime = SystemTimer.getTime();
      renderer.beginRendering();
   }



declarations:

private long lastLoopTime = SystemTimer.getTime();
   
   /** The time since the last record of fps */
   private long lastFpsTime = 0;
   /** The recorded fps */
   private int fps;
   
   private long currentFrameFps;
   
   private long[] fpsLog;
   private int fpsFrameCount = 0;

Offline 2playgames

Junior Member





« Reply #1 - Posted 2007-07-04 13:31:50 »

i just created a seperate thread:
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/**
    * A thread to measure the actual game speed
    * @author Bart van Heukelom
    */

   private class FPSThread extends Thread {
      @Override
      public void run() {
         
         // declare vars outside the loop for speed
        int lastframe = 0;
         long lastTime = 0;
         double deltaTime = 0;
         int deltaFrame = 0;
         
         // infinite loop
        while(true) {
           
            // delta time (because sleep() is not always accurate)
           deltaTime = (System.nanoTime() - lastTime)/1000000000.0;
            lastTime = System.nanoTime();

            // delta frame
           deltaFrame = frame - lastframe;
            lastframe = frame;
           
            // get the amount of frames passed in past time
           realfps = deltaFrame/deltaTime;
           
            // wait a second
           try {Thread.sleep(1000); } catch (final InterruptedException ex) {}
         }
         
      }
   }

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