Java-Gaming.org Hi !
Featured games (90)
games approved by the League of Dukes
Games in Showcase (744)
Games in Android Showcase (225)
games submitted by our members
Games in WIP (825)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  what's wrong with my code??  (Read 1399 times)
0 Members and 1 Guest are viewing this topic.
Offline role

Junior Devvie




Java manmoth is coming!


« Posted 2003-02-26 03:27:18 »

i calculate my FPS like this
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
      public void run() {
            int FPS = 43;
            long startTime, deltaTime;
            while (Thread.currentThread() == animate) {
                  // calculating current FPS
                  newTime = System.currentTimeMillis();
                  if (newTime > oldTime+1000) {
                        System.out.println("FPS: " + ticks);
                        lastTicks = ticks; ticks = 0;
                        oldTime = newTime;
                  }
                  ticks++;

                  startTime = System.currentTimeMillis();
                  repaint();
                  deltaTime = System.currentTimeMillis() - startTime;
                  while (deltaTime < (1000/FPS)) {
                        try { Thread.sleep((1000/FPS)-deltaTime);
                        } catch (Exception e) { e.printStackTrace(); }
                        deltaTime = System.currentTimeMillis() - startTime;
                  }
            }
      }


but i got only 34 fps in output
then i change FPS variable to 100, it increase to 43...
what's wrong with my code???

Golden T Game Engine - Java2D/OpenGL Game Engine
Golden T Website | Golden T Forum
Offline ap_kelly

Junior Devvie




Java rocks!


« Reply #1 - Posted 2003-02-26 23:01:00 »

I calculate my FPS like this and seems to work ok.

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
int  f = 0;
long t = System.currentTimeMillis();
while (!quit) {

  render();
 
  // Do other stuff like handle inputs etc.
  ...

  // Calculate frames per second.
  f++;
  if (t+1000 < System.currentTimeMillis()) {
    System.out.println("fps : " + f);
    t = System.currentTimeMillis();
    f = 0;
  }
}


There are some hi-res timers included in the lwjgl which may give a more precise timing, but this is a good start.

Regards,

Andy.

Pages: [1]
  ignore  |  Print  
 
 

 
Ecumene (144 views)
2017-09-30 02:57:34

theagentd (213 views)
2017-09-26 18:23:31

cybrmynd (292 views)
2017-08-02 12:28:51

cybrmynd (284 views)
2017-08-02 12:19:43

cybrmynd (294 views)
2017-08-02 12:18:09

Sralse (287 views)
2017-07-25 17:13:48

Archive (964 views)
2017-04-27 17:45:51

buddyBro (1091 views)
2017-04-05 03:38:00

CopyableCougar4 (1662 views)
2017-03-24 15:39:42

theagentd (1423 views)
2017-03-24 15:32:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!