The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).

learn more… | top users | synonyms

214
votes
10answers
67k views

When should I use a fixed or variable time step?

Should a game loop be based on fixed or variable time steps? Is one always superior, or does the right choice vary by game? Variable time step Physics updates are passed a "time elapsed since last ...
42
votes
8answers
30k views

How'd they do it: Millions of tiles in Terraria

I've been working up a game engine similar to Terraria, mostly as a challenge, and while I've figured out most of it, I can't really seem to wrap my head around how they handle the millions of ...
7
votes
3answers
3k views

Should frame rate affect the speed in a game engine?

I am writing a 2D game engine for fun. I am able to perform animation using the engine. However, if I change the frame rate (frames per second) the speed of the animation changes. I have never used ...
8
votes
3answers
7k views

Frame Independent Movement

I've read two other threads here on movement: Time based movement Vs Frame rate based movement?, and Fixed time step vs Variable time step but I think I'm lacking a basic understanding of frame ...
7
votes
2answers
7k views

How do I enable higher FPS in XNA 4.0?

I created a FpsCounter DrawableGameComponent (linked to code, it's longish). It works great: It displays 60.0 fps normally. If I artificially slow down the game loop, it drops. My 'game' at the ...
12
votes
5answers
4k views

Working with lots of cubes. Improving performance?

Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible ...
5
votes
2answers
646 views

Accuracy and frame-rate in a rhythm game

My question is related with Fixed time step vs Variable time step. But where a fixed frame-rate improve the consistency of a physics based game, is it the case for a rythm game, or wouldn't it be ...
4
votes
1answer
173 views

Time critical events based on framerate

Problem Description Basically, I've made a "programming game" in which I've made my own scripting language. It is a completely standard Lunar Lander game, though instead of directly controlling the ...
3
votes
1answer
187 views

GameMaker: Studio - Slow down calculations

I currently have an orbital simulator, with a brilliant answer in another Game Development question here, and would like to know how to slow down the calculations of Game Maker, to be able to do more ...
1
vote
2answers
151 views

FPS drop when detecting collision (sfml, c++)

So, I have this small class with a collision detection function in it, it's called every frame. When I run the game I get around 8000 FPS, but when the collision function gets called it drops to 2000....