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  Main method loop isn't working right.  (Read 2613 times)
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Offline CyanPrime
« Posted 2009-04-21 07:57:24 »

I'm just trying to cap the fps at 60, and get a fps counter, but my loop seems to be eating a ton of my resources:

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public static void main(String[] args) {
       
       joglplat m = new joglplat();
       while(true){
          fpscounter = 1000;
          long startTime = System.nanoTime() / 1000000;
          //startTime = System.currentTimeMillis();
         
          //System.out.println("st2: " + startTime);

          try
         {  
            m.controls();
             m.update();
             m.repaint();
               
             fpscounter = ((System.nanoTime() / 1000000)-startTime);
             
            do {
                 Thread.yield();
                 } while ((System.nanoTime() / 1000000)-startTime < 17);
   
         }
         
          catch(Exception e){
             e.printStackTrace();
          }
         
         
          //System.out.println("framerate: " + (60 - fpscounter));
      }
    }
Offline Json

Junior Member


Exp: 7 years



« Reply #1 - Posted 2009-04-21 10:48:17 »

What exactly does this do?

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m.controls();
m.update();
m.repaint();


// Json
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #2 - Posted 2009-04-21 11:56:02 »

probably:

gets input
updates all of the entities
paints

this is just a guess Wink
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Offline CommanderKeith
« Reply #3 - Posted 2009-04-21 12:01:34 »

Replace thread.yield with thread.sleep(1) and cpu usage will go down.

But there's nothing wrong with using up all the cpu. And yield isn't necessarily bad - many people use a game loop just like yours that yields over and over. search the forums for examples of different peoples' game loops.

Hope that helps,
Keith

Offline Json

Junior Member


Exp: 7 years



« Reply #4 - Posted 2009-04-21 15:10:12 »

probably:

gets input
updates all of the entities
paints

this is just a guess Wink

The reason I was asking was because the things in those methods might be what is eating up the resources.

You could always try commenting things out until you find the bad guy Cheesy

// Json
Offline zammbi

JGO Coder


Medals: 4



« Reply #5 - Posted 2009-04-21 16:04:29 »

thread.yield will use the rest of your spare cpu, so its always at max 100%.

Current project - Rename and Sort
Offline Cero
« Reply #6 - Posted 2009-04-21 16:19:40 »

my gameloops yields every frame

works for me

Offline zammbi

JGO Coder


Medals: 4



« Reply #7 - Posted 2009-04-21 17:07:27 »

Yes its perfectly fine to use if you don't mind your game using your cpu to 100%

Current project - Rename and Sort
Offline CyanPrime
« Reply #8 - Posted 2009-04-21 19:11:20 »

Replace thread.yield with thread.sleep(1) and cpu usage will go down.

But there's nothing wrong with using up all the cpu. And yield isn't necessarily bad - many people use a game loop just like yours that yields over and over. search the forums for examples of different peoples' game loops.

Hope that helps,
Keith
Ah, this worked. Thanks very much.  Grin
Offline gouessej
« Reply #9 - Posted 2009-04-21 20:45:22 »

Hi!

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joglplat m = new joglplat();

Are you trying to use JOGL for your game?  Grin

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline CyanPrime
« Reply #10 - Posted 2009-04-21 21:15:24 »

Hi!

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joglplat m = new joglplat();

Are you trying to use JOGL for your game?  Grin
Yup!  Grin
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