Fps control
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11-22-2016, 07:19 PM
Post: #1
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Fps control
I was making space invaders, but I quickly realized that the frame rate dropped very quickly the more invaders that there were. Is there a way to create a stable framerate? I thing TEVAL() might work, but returns values in _s. I have been just using wait(.025).
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11-22-2016, 07:24 PM
Post: #2
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RE: Fps control
(11-22-2016 07:19 PM)SparklyUnicorn Wrote: I was making space invaders, but I quickly realized that the frame rate dropped very quickly the more invaders that there were. Is there a way to create a stable framerate? I thing TEVAL() might work, but returns values in _s. I have been just using wait(.025). Can't you measure what is missing from the frame and adjust the wait? example: -get current ticks -draw routine -subtract current ticks from stored ticks, and wait what is needed to complete 30 fps, etc? My website: ried.cl |
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11-22-2016, 07:34 PM
Post: #3
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RE: Fps control
(11-22-2016 07:24 PM)eried Wrote:I didn't think of that, thanks!(11-22-2016 07:19 PM)SparklyUnicorn Wrote: I was making space invaders, but I quickly realized that the frame rate dropped very quickly the more invaders that there were. Is there a way to create a stable framerate? I thing TEVAL() might work, but returns values in _s. I have been just using wait(.025). |
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11-22-2016, 09:12 PM
Post: #4
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RE: Fps control
You might want to check out the excellent games articles at http://codeincomplete.com/games/. The technique eried describes is used and expanded in the examples.
JavaScript games aren't too tricky to port to the Prime - see Racer for inspiration. I partly implemented this technique, but found I just needed the Prime to run as fast as possible with all unnecessary code omitted. |
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