Yahoo Search Busca da Web

Resultado da Busca

  1. 5 de fev. de 2012 · We want to inject our game loop into WebKit’s managed rendering loop. This will help smooth out the rendered graphics. We also want to split up the draw and update functions. This will update the objects in our rendering scene before calculating when the next frame should be drawn. The game loop should also skip draw frames if updating takes ...

  2. 27 de mar. de 2013 · For a smooth frame rate you have around 16 milliseconds per frame. According to the code example you posted, your game loop includes a fixed the delay of 10 milliseconds. Thread.sleep(10); This line costs you 60% of the time you have each frame. So never stop the whole game thread for a fixed delay.

  3. 4 de jan. de 2021 · The main game loop handles three major tasks: Get user input. Update the game state. Draw the game. A simple game loop just mushes these three tasks into one while loop. This has some undesired results: Game runs at different speeds on different computers. CPU (can be needlessly) pegged at 100% usage. "Game states"/menus are missing or mixed ...

  4. 17 de ago. de 2013 · Overall, it is a good loop, but there are a few missing aspects to what I have found in experience to be the best loop. You will eventually want to move to LWJGL or some other java game API, but for now, learn the basics of how game-loops work, and what best suits your needs. Firstly, in answer to one of your points, no.

  5. 26 de mar. de 2011 · If you want to limit your game's speed to the monitor's refresh rate, enable vertical sync. This will do what you want, precisely, and without sync issues. Vertical sync does have its pecularities too (such as the funny surprise you get when a frame takes 16.67ms), but it is by far the best available solution.

  6. 3 de jul. de 2018 · Beyond the game loop. First, do not expect to create a game loop that fits every game. In fact, some games can work perfectly by listening the events provided by the widget library (that is still a loop, but you did not write it). Each game loop has its tradeoffs, and it is a good idea to test and profile on the target hardware.

  7. 24 de mar. de 2023 · The term "game loop" usually refers to the programming pattern that is the core of most game engines, while the term "gameplay loop" is a game design concept about how game and player interact. However, in a pure game design context, you sometimes have people say "game loop" when they actually mean "gameplay loop".

  8. Now, you could write your game loop so that the change of the position has to occur in the update method, but you could also design it so that the change of the movement has to occur during update. With the latter approach, even though your game state actually won't change until the next update , a render -function that is called at a higher frequency could already draw the object at a ...

  9. 7 de jun. de 2014 · This kind of game loop was common twenty years ago, when you needed every CPU cycle you could get. The later parts of the document you linked to talk about how this is a disadvantage when you have a lot of updates per frame; this is a big disadvantage that you can't ignore on modern hardware.

  10. 2 de abr. de 2010 · 84. The argument that you "need a loop because otherwise what calls the event listener" does not hold water. Admittedly on any mainstream OS, you do indeed have such a loop, and event listeners do work that way, but it is entirely possible to make an interrupt driven system that works without any loops of any kind.

  1. As pessoas também buscaram por