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  Making application time-based  (Read 783 times)
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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.

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 :

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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()
{

}
   

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