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Offline Raloth

Senior Newbie




I love YaBB 1G - SP1!


« Posted 2003-03-28 21:34:41 »

LWJGL is too fast Grin. The calculated time for me between each frame (using System.currentTimeMillis()) comes out to 0 ms so nothing ends up moving with time based movement. Any ideas?
Offline markuskidd

Junior Member


Medals: 1



« Reply #1 - Posted 2003-03-28 23:38:37 »

just a guess, but i'd say you need to use the hi-res LWJGL timer
Offline cfmdobbie

Senior Member


Medals: 1


Who, me?


« Reply #2 - Posted 2003-03-29 17:05:42 »

Yeah, the normal Java timer is very low resolution.  Perfectly fine for business transactions and basic timing, but isn't enough if you want to time things to the millisecond.

You need to either use the LWJGL high-res timer (Sys.getTime()) and time your graphics accordingly, or cap the frame rate to some known value so you can guarantee at least a certain time between frames.

I recently wrote a little class to handle frame rate capping for me, you might find it useful:

http://www.java-gaming.org/cgi-bin/JGOForums/YaBB.cgi?board=LWJGL;action=display;num=1048798837

Hellomynameis Charlie Dobbie.
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Legends of Yore - The Casual Retro Roguelike
Offline darcone

Junior Member




Size matters


« Reply #3 - Posted 2003-03-30 16:10:39 »

If you don´t want to use the LWJGL timer (hmm.. why not? if you´re using LWJGL allready) then you can catch the time between frames by catching let´s say 20 frames and dividing the result with 20.. then you will get a approx. value at least.
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