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  what's wrong with my code??  (Read 883 times)
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Offline role

Junior Member




Java manmoth is coming!


« Posted 2003-02-26 04:27:18 »

i calculate my FPS like this
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      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 Member




Java rocks!


« Reply #1 - Posted 2003-02-27 00:01:00 »

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

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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.

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