Questions tagged [game-loop]
The central code loop responsible for handling the running gameplay. At its most basic state, it accepts input, resolves the actions of entities, and renders the scene.
487 questions
1
vote
1
answer
289
views
Is it always necessary to synchronize rendering in a game loop?
When writing a game loop from scratch in java for an android game applications, it is very common in many tutorials I have read that the keyword synchronized is used to synchronize update and ...
0
votes
1
answer
512
views
Web based poker on Phaser 3
Please can somebody help me as I'm a lil bit new to game dev and user interface designing.
I am trying to create a simple Texas holdem poker using phaser3 for multiplayer application.
I have a few ...
0
votes
0
answers
208
views
How Best to Implement Fixed Time Step for Gsync/Freesync Monitors?
I currently implement my game loop using a variable fixed timestep, i.e. dt = 1 / monitor_refresh_rate with vsync (or pseudo vysnc with delays where vsync is ...
0
votes
1
answer
217
views
Pause updating but keep rendering
I am creating an implementation of Snakes and ladders
and I run into some issues.The game is updating too fast and I want to limit the framerate kinda,or make a pause so that the move is actually ...
0
votes
1
answer
652
views
JavaFX AnimationTimer VS Swing Game Loop
After looking at some code sources out there I noticed Java Swing Games usually create a class implementing Runnable, create a new Thread and set up the game loop ...
3
votes
2
answers
2k
views
How can I fix my velocity damping to work with any delta/frame time?
I am decreasing my velocity by 50% every second using a guide I found online. I am using the code here and it gives the right result but only for very small values for dt:
...
0
votes
1
answer
229
views
How to update model transform of components when using physics?
I implemented a high level components system for my renderer and am curious about the right way to update the transforms components of models that have a physics rigidbody attached. I am using ...
3
votes
2
answers
196
views
When to stop taking items from ever-growing queue and start processing them?
I am developing a fast-paced multiplayer shooting game and following instructions from this source http://www.gabrielgambetta.com/entity-interpolation.html. In the article it says that:
several ...
2
votes
2
answers
4k
views
C++ create array of multiple types
I tried to create an array Entity[] with elements Human and Zomby.
...
0
votes
1
answer
264
views
Make a variable go down as another goes up?
I am making a JavaScript game called "Spoop: The Clicker", and I have a variable shown by text:
...
0
votes
2
answers
294
views
How can I benefit when I don't use gpu?
I am trying to make a 3D game with C++, SDL, and OpenGL.
My program roughly looks like this:
control function has only CPU operations.
draw function has CPU and OpenGL functions operations.
I just ...
0
votes
0
answers
144
views
Is creating a separate thread for each game session a bad idea?
I'm currently working on iocp game server. My game is just like diablo3 basically. 1~4 players join a separate session.
I did basic iocp preparations and now I'm working on game session class. The ...
1
vote
0
answers
101
views
How can I solve the jerky images when camera positions were calculated and sent from another computer?
I'm working on a simulator project. Computer A which uses a stick as a controller to produce operation data and calculate simulate data which will be sent to computer B as camera positions to render ...
0
votes
1
answer
302
views
Canvas Infinite Map: How to have reappearing objects at static X,Y even when looping
I made a html canvas example of an infinite scrolling map with objects in static places. As you can see in the Fiddle below, when you move left with the Arrow Keys, you can see that the map does not ...
1
vote
1
answer
345
views
NodeJS client gameloop running slightly faster than server gameloop
So I'm working on a real time multiplayer game in NodeJs (Client and Server). Both loops handle the same "physics" (movement at a constant rate) and both are running at 40hz or 40 times per second. I ...
3
votes
1
answer
2k
views
SDL2 mouse motion event keeps occurring
The code I'm using is like so:
...
0
votes
1
answer
1k
views
Use vsync event instead of a 16ms timer?
I found that in game development, most people set a timer that gets triggered every 16ms to do the rendering.
As an Android programmer, I'm familiar with the Choreographer. You set a callback that ...
0
votes
1
answer
174
views
Time loop/ticking architecture
Say I build a snooker game, where balls need to jitter around.
Balls belong to a class (ball class), where all the ball functions are defined.
In the animation, time evolves by a clock ticking ...
0
votes
2
answers
1k
views
While loop running in thread, but not doing anything [C++]
I am trying to multi-thread my game so that one thread updates and renders the player, while the other listens for inputs. I used a while loop to keep my detached thread running in the background, ...
1
vote
1
answer
610
views
My Java Game's movement looks awfull. Maybe Problem with Thread.sleep
I have a big problem with my Java games. In every game I make the movement of the player and objects just looks awfull. The framerate is 60 fps without any problems. But the movement looks extremly ...
1
vote
1
answer
599
views
MonoGame tick cannot go lower than 16ms
I'm trying to build play with MonoGame and I'm trying basing this regarding the GameTime steps.
In my main Game class that is being run in the main entrypoint of my project, I'm doing something like ...
0
votes
1
answer
219
views
How can I speed up the shapes drawing on high-density devices?
I have a game that should draw many shapes on the canvas and in every frame these shapes position will change, the game is running smooth but after adding more shapes some jerk arise and it drops some ...
5
votes
1
answer
2k
views
Render Stutter - OpenGL or loop timing?
For some time now i have no been able to pinpoint the nature of the rendering stutter shown above(by not clearing the screen, not using SwapBuffers and drawing only to the front buffer). See the big ...
0
votes
3
answers
2k
views
Two Gameloops instead of one, wouldn't it be better?
I have been thinking about this a lot and don't know if i'm thinking incorrectly.
Most games have one game loop that can be split into three functions.
A basic game loop would look something like ...
2
votes
2
answers
872
views
Time based events separate from the game loop
How can set up time elapsed based events separate from the game loop?
I want the character to heal over real time rather than per cycle of the game loop. How might i do that?
0
votes
1
answer
2k
views
How to sleep for the desired duration between game loop iterations?
My game loop below doesn't sleep as log as it should. The delta value always ends up less than 1, when it's supposed to be 16.6666 or close to 16.6666
...
4
votes
1
answer
12k
views
Java Game Loop Efficiency
I was watching 2 video tutorials on how to make java game and read a couple articles about game loop. However, I'm still confused about how game loop actually works.
The first tutorial used code that ...
1
vote
1
answer
231
views
Game object appears to accelerate too slowly
thank you for checking out my issue! I am trying to develop a game in java, but I have run into a problem. I would like to keep the physics as realistic as possible, so I am using a fixed time-step ...
11
votes
2
answers
3k
views
Which of these two codes are 'better'? Making a local variable or a class variable?
Im making more games and asking more stupid questions.
Hopefully this one is very brief. I'm making a very basic class which just moves a Player object by applying force to a rigidbody, but it got me ...
0
votes
1
answer
148
views
How do I deal with closely coupled systems in a game engine?
Let's say a game engine had a central game class as well as multiple systems (as objects) that are stored within it. These systems (such as input, rendering, sound, etc) would also be updated by this ...
0
votes
2
answers
983
views
How to set up a key press to start the game
I've tried to create a simple start menu for my game which informs the player to press a key to start the game but the problem is that it works only if the key is pressed all the time...i'm not sure ...
1
vote
1
answer
932
views
Getting multiple inputs in C++ simultaneously using kbhit() function
I am using Turbo C++ to make a game using the graphics.h library (I know it's a bit old). In this game, the player can move left, right and they can jump using A, D ...
5
votes
1
answer
512
views
How do games implement client/server frame rate?
Do games have a frame rate at X fps that updates logic and also renders?
Or do games update logic at a much slower frame rate than rendering? Let's say 20-25 fps for logic, and 60+ fps for rendering....
1
vote
1
answer
169
views
Can I implement allocation-free time releated event scheduler via pure C#?
I read some article about a gameloop, based on Actor system. (yes, it is Development & Deployment of Multiplayer Online Games Vol.2 by 'No Bugs' Hare)
Here is pseudocode.
...
0
votes
1
answer
56
views
In random loop button dont work properly
I have this code to add 10 point if someone click the button and change the question. But it returns 10 point every time. I want to make it 10,20,30,40... etc.
...
0
votes
1
answer
84
views
Java advice (Printing game data to the window)
Does anybody know the best method for taking game data and setting up java to read the data then print it to the window... of which you want the game loop to start the game and read the data...
Here ...
0
votes
1
answer
331
views
Should I send the elapsed time to the fixed step update function from my game loop?
I am making a basic game loop based on this article. This is the nearly final version:
...
9
votes
3
answers
11k
views
OpenGL - How come drawing sprites takes so much performance
I'm wondering how drawing simple geometry with textures can eat up so much performance (below 60fps)? Even my good graphics card (GTX 960) can "only" draw up to 1000 sprites smoothly. The textures I'm ...
0
votes
2
answers
384
views
Latency issue on multiplayer game networking
I am currently writing a 2D top-down shooting multiplayer game using Java.
I have a game loop at the client-side that does the following in order in each game tick (The client is running in a tick ...
1
vote
1
answer
682
views
Box2D simulation running slower on lower FPS(even when the desired FPS is lower than the actual) [closed]
I´m playing around and trying to make myself an easy platformer using the Box2D physics, before that I was not using it and was using my own physics implementation(just simple movements with timestep)....
0
votes
2
answers
432
views
How to handle component-based objects in a game loop?
I've been writing my own game engine and I was wondering the correct way to handle my game objects. Each game object is different. The only thing they have in common is a set of operations to handle ...
-1
votes
1
answer
254
views
Is my frame rate being calculated correctly?
I'm having a long headache (which may not be that complicated) with this frame rate thing. I already tested several frame rate algorithms, lastly I tested this here and they all gave something strange ...
1
vote
1
answer
194
views
Synchronise events in Multiplayer Game
I am trying to make a fighting game where two characters are fighting with hands or can have some weapon in their hands. It's a multiplayer game targeting initially for mobile devices. In Game, there ...
1
vote
0
answers
579
views
Help designing Board game using LibGDX
Hi i'd just like to preface this by saying i'm new to game development and currently learning the ins and outs of libGDX.
I want to create the board game scrabble however i'm having trouble figuring ...
1
vote
2
answers
108
views
In track and field dash, determine starting speed from a final time with acceleration
I am developing an athletics game, and working on the mechanics of the 100 meter dash. The player controls an athlete, that during the race has acceleration and a max speed. To win the race, the ...
7
votes
1
answer
1k
views
How can City-sim simulate hundreds of characters?
My games usually start lagging quite easily when there are a couple hundred of boxes representing possible characters. While games like SimCity or even Anno have hundreds of characters.
I realized ...
3
votes
2
answers
733
views
Is single/double frame allocator suitable only for POD datas?
Let´s say I have a single frame stack allocator, so I´m using it for allocating memories for my temporary data.
...
2
votes
1
answer
1k
views
Screen objects sometimes not rendering
I am a mildly experienced programmer who has created several game engine templates and small 2D games in Java. I am currently expanding to 3D game engines and I am re-writing a previous engine to be ...
2
votes
1
answer
13k
views
Proper use of async, await and task.delay for a game loop
I'm currently in the process of making a game loop in a console application. I'm trying to make the game loop wait at the end of its loop for ...
0
votes
1
answer
72
views
Moving object with preset timelapse
I am a newbie game developer.
I have one problem. Consider the following case.
I have a simple game with only one object - a ball. A ball can move only up and down from one side to another.
A User ...