This is my current game loop. Though I wanted to make it fixed-step, the game is running a lot faster on windows.
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| public void gameLoop(){ long elapsedTime = 0; long lastUpdateTime = getCurrentTime(); long currentTime = lastUpdateTime; long frameTime = 0; long expectedET = 1000/Global.STEPS_FOR_SECOND; while (running){ currentTime = getCurrentTime(); elapsedTime = currentTime - lastUpdateTime; if (elapsedTime <= 0) continue; while (elapsedTime > 0) { frameTime = elapsedTime; if (frameTime > expectedET) frameTime = expectedET; updateGame(frameTime); elapsedTime -= frameTime; } displayGame(); lastUpdateTime = currentTime; } } |
Any Ideas to make it uniform on every platform?
Solved now. I'm mistaken for variable time step