Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (731)
Games in Android Showcase (217)
games submitted by our members
Games in WIP (799)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Making application time-based  (Read 1276 times)
0 Members and 2 Guests are viewing this topic.
Offline sensation

Innocent Bystander





« Posted 2011-01-14 22:49:18 »

Hello.

I'm looking for a way to make my JOGL application time-based instead of CPU-based using FPSAnimator. Any suggestion on how I do this?

Thank you
Offline gouessej
« Reply #1 - Posted 2011-01-18 13:55:30 »

What do you mean exactly? Rather use the vertical synchronisation than the FPSAnimator.

Julien Gouesse | Personal blog | Website | Jogamp
Offline DzzD
« Reply #2 - Posted 2011-01-18 14:22:02 »

not related to JOGL too but usually I use something similar to the following :

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
   
   
private long gameLogicLastTime=-1;
   
//Logic update rate = 10 ms
private long gameLogicRate=10;


//Your main rendering Thread
public void run()
{
   //Uncontrolled FPS loop
   while(this.mustRun)
   {
      this.doLogic();  
      this.diplay();
      Thread.yield();
   }
}

//Perform game logic for elapsed time
public void doLogic()
{
   long time=System.currentTimeMillis()
   
   //First call ?
   if(this.gameLogicLastTime==-1)
   {
      this.gameLogicLastTime=time;
      return;
   }
   
   //Compute elapsed time since last game logic
   long elapsedTime=time-this.gameLogicLastTime;
   
   
   //If elapsed time lower than logic rate return
   if(elapsedTime<this.gameLogicRate)
      return;
     
   
   //Compute number of game logics to perform  
   int nbGameLogic=(int)(elapsedTime/this.gameLogicRate);


   for(int gameLogicCount=0;gameLogicCount<nbGameLogic;gameLogicCount++)      
      this.doLogicOnce();  
   
   this.gameLogicLastTime+=nbGameLogic*this.gameLogicRate;      
}

//Perform game logic for 10 ms (gameLogicRate)
public void doLogicOnce()
{

}  

//Render game graphics
public void display()
{

}
   

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 
Archive (339 views)
2017-04-27 17:45:51

buddyBro (537 views)
2017-04-05 03:38:00

CopyableCougar4 (985 views)
2017-03-24 15:39:42

theagentd (1019 views)
2017-03-24 15:32:08

Rule (994 views)
2017-03-19 12:43:22

Rule (976 views)
2017-03-19 12:42:17

Rule (974 views)
2017-03-19 12:36:21

theagentd (1074 views)
2017-03-16 05:07:07

theagentd (995 views)
2017-03-15 22:37:06

theagentd (770 views)
2017-03-15 22:32:18
List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05

SF/X Libraries
by SkyAphid
2017-03-02 06:38:56

SF/X Libraries
by SkyAphid
2017-03-02 06:38:32

SF/X Libraries
by SkyAphid
2017-03-02 06:38:05

SF/X Libraries
by SkyAphid
2017-03-02 06:37:51
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!