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  Fixed time-step Game-Loop Help  (Read 297 times)
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Offline SHC

Senior Member


Medals: 8



« Posted 2012-12-16 07:06:55 »

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(){
    // Game loop initialization
   long elapsedTime = 0;
    long lastUpdateTime = getCurrentTime();
    long currentTime = lastUpdateTime;
    // Time taken by a frame
   long frameTime = 0;
    // The maximum time of a frame
   long expectedET = 1000/Global.STEPS_FOR_SECOND;
    while (running){
        // Measure the time
       currentTime = getCurrentTime();
        elapsedTime = currentTime - lastUpdateTime;
        // Don't run zero or negative length frames
       if (elapsedTime <= 0)
            continue;
        // Update the game
       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

Offline Phibedy

Junior Member


Medals: 2



« Reply #1 - Posted 2012-12-16 13:41:41 »

There's a good topic about great gameloops in the forum: http://www.java-gaming.org/topics/game-loops/24220/view
I am using the timer everytime I need a timer, it works great.
best regards
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