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  [Solved] Slick2D Game Loop  (Read 2463 times)
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Offline Vladiedoo
« Posted 2012-06-19 03:02:24 »

Hi, I apologize for asking this ahead of time because I haven't researched too much Slick2D so I'd eventually learn this all by myself anyway but...
  • 1. Could someone show me a good Slick2D game loop, or maybe link me one?
  • 2. I've just finished reading a small Slick2D book and I've made a very small game by extending StateBasedGame however that doesn't use delta time, the book mentioned that Slick2D updates every 5ms, can I control that?
  • 3. Can I remove the fps counter? I like it but not all users would.
  • 4. Does Slick2D have fullscreen support? I've learned how to do it with LWJGL but I've heard making a 2D game with LWJGL instead of Slick2D is like re-inventing the wheel.
  • 5. Should I be using the Slick2D forums for help with Slick2D or stick with this forum, or both?
Offline davedes
« Reply #1 - Posted 2012-06-19 03:34:26 »

  • 1. Slick2D already uses a game loop, so you don't need to write your own. Instead, you override render() and update() to take advantage of Slick's game loop. For BasicGame, it looks like this. For an example of a state based game, you should look at the tests source code.
  • 2. Your book is incorrect. Slick will update as fast as it can, which might be over a thousand frames per second. Ideally you should "cap" this framerate at the monitor's refresh rate (typically 60) to reduce CPU usage and minimize tearing.
  • 3. The example code above shows you how -- container.setShowFPS(false)
  • 4. Yes, again in the example code. Specified as a parameter to AppGameContainer or setDisplayMode.
  • 5. Either or both. For more Slick-specific questions the Slick forums might be appropriate. For general gamedev-related questions JGO might be better. Generally speaking, the people lurking on JGO are much more experienced with Java and game programming, plus it's a more active forum.

Offline Vladiedoo
« Reply #2 - Posted 2012-06-19 03:50:23 »

Thank you so much  Grin
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