1
vote
3answers
91 views

Why is my FPS computation yielding higher numbers than I expect?

I have following code: void Game::execute() { isExit = false; init(); double dt = 1.0 / 60.0; boost::timer timer; double accumulator = 0.0; boost::timer fps_timer; int ...
0
votes
2answers
153 views

How can I regulate update and event frequency?

I'm trying to create a small 2D RPG-type engine using C++, SDL/OpenGL and Tiled. My little demo looks very similar to a Pokemon or Zelda game. I was curious how to go about regulating FPS and how ...
2
votes
2answers
245 views

Framerate-independent acceleration

Is this the right way, or at least a way that works, for dealing with accelerations in variable time steps evironments? // Pseudo-code void onUpdate() { mySpeed += acceleration * ...
3
votes
1answer
867 views

Why is the framerate (fps) capped at 60?

ISSUE I recently moved a project from my laptop to my desktop(machine info below). On my laptop the exact same code displays the fps(and ms/f) correctly. On my desktop it does not. What I mean by ...
0
votes
4answers
3k views

Problem trying to lock framerate at 60 FPS

I've written a simple class to limit the framerate of my current project. But it does not work as it should. Here is the code: void FpsCounter::Process() { deltaTime = ...
4
votes
4answers
448 views

Is a frame-rate jump in my C++ iPhone game a show stopper and how do I find its cause?

Every 5-10 minutes there's a noticeable frame-rate hiccup in my game. Other than that my game runs very smoothly - again it's just one quick little jump every 5-10 minutes. Is this something I need to ...