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  Capped framerate and "getting" FPS  (Read 2695 times)
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Offline Shazer2

Junior Devvie


Medals: 3


Aspiring developer.


« Posted 2012-01-21 12:48:58 »

I'm trying to learn how to cap my framerate to 60 using JUST Java. I have a simple understanding yet far from perfect or even knowing how to get it working. I just know I need to get the time --> do rendering updates etc --> get the time again. I then need to do something with the difference (lastTime - firstTime) but I'm not sure what.

Any help with game looping and getting/setting the FPS would be much appreciated.

~Shazer2

"When you want to be successful as bad as you want to breathe, then you will be successful." - Eric Thomas
Offline theagentd

« JGO Bitwise Duke »


Medals: 366
Projects: 2
Exp: 8 years



« Reply #1 - Posted 2012-01-21 15:52:05 »

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long frameNanoseconds = 1000*1000*1000 / DESIRED_FPS;

long startTime = System.nanoTime();

while(gameIsRunning){

    updateAndRenderEverything();

    long timeTaken = System.nanoTime() - startTime;
    if(timeTaken < frameNanoseconds){
        int sleepMillis = (frameNanoseconds - timeTaken) / (1000*1000);
        try{
            Thread.sleep(sleepMillis);
        catch(InterruptedException ex){
            ex.printStackTrace();
        }
    }

    startTime += frameNanoseconds;

}

Myomyomyo.
Offline ra4king

JGO Kernel


Medals: 356
Projects: 3
Exp: 5 years


I'm the King!


« Reply #2 - Posted 2012-01-21 22:25:22 »

For Thread.sleep(...) to work reliably on windows, use the following trick:
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new Thread() {
    {
        setDaemon(true);
        start();
    }
   
    public void run() {
        while(true) {
            try{
                Thread.sleep(Long.MAX_VALUE);
            }
            catch(Exception exc) {}
        }
    }
};

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