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.

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1answer
393 views

Mixing Objective-C and C++: Game Loop Parts

I'm trying to write all of my game in C++ except for drawing and game loop timing. Those parts are going to be in Objective-C for iOS. Right now, I have ViewController handling the update cycle, but ...
1
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0answers
683 views

How to implement the server-side game loop?

The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console. ...
0
votes
1answer
106 views

either use a for loop or iterator for the List of sprites for loop Optimization in libgdx

I am making and there I am making a frequent use of java.util.ArrayList for enemies, coins and shots. Is there any other utility in libgdx better than this from the Performance point of view. ...
0
votes
2answers
180 views

Serious gameplay issue by spawning enemies according to elapsed time

EDIT: I have changed the title as I think that this is a general gamedevelopment question but, on a technical note, I am using Cocos2d v2.0 Some time ago I had asked a question on which was the most ...
1
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1answer
123 views

Picking game entities

What is the preferred methods for doing so, performance-wise? For example I want to pick certain objects in an area around a given point. What I have thought off so far is using invisible objects as ...
1
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2answers
196 views

Game loop delta, factoring execution time?

Was thinking this morning, I 99.9% of the time, only see a main game loop, looking like this, just as much so where the delta is passed into update(): while running getDeltaTime() ... f(deltatime) ...
-2
votes
1answer
322 views

How to add difficulty levels to a Guess The Number game using rand()? [closed]

User guesses a random number (between 1 and 100 or 5000 and 25,000 depending on difficulty) that the computer picks. User selects difficulty from list, difficulty (1, 2, 3, 4) is assigned to int ...
0
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1answer
331 views

Removing drawn Allegro texts and primitives

I'm working on a game with Allegro 5 that has a loop. I'd like to make the program write onto the screen, how much time the loop has ended. These are the rounds of a turn-based game, obviously. I use ...
1
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0answers
111 views

Accessing variables from non-neighbouring classes specifically in game development (Android) [closed]

Edit Using direct access while breaking the law of demeter looks like this: res.sprite.drawQuad(res.sprite.xScreen,res.sprite.yScreen, mMVPMatrix); Using proxy methods / getters / setter looks ...
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votes
1answer
257 views

Get distance between the edge of screen and a moving sprite

How to get the distance between the edge of the screen and a vector moving sprite? I want to get the distance between my moving sprite and the edge of the screen so that when my sprite touches the ...
0
votes
2answers
656 views

Android Loop : Draw Loop : How to pull off smooth FPS?

I am writing 2D side scrolling bullet hell-like game. I am at a point where I struggle to pull off smooth fps. I have separated loop that manages drawing. However I want update the position of ...
0
votes
6answers
966 views

Avoiding constant IF checks for loops

As an example, I have 3 different loops that are executed in certain conditions. I want to know if there's any way short of something like this: if(day) x++; else if(night) y++; else z++; ...
6
votes
1answer
850 views

Android game loop's effect on cpu/battery usage - unexpected results

I will try to keep this question as concise and as readable as I can. I recently came across an odd problem with my Android game that I'm developing. It's an openGL ES 2.0 game and initially I was ...
2
votes
1answer
230 views

How to implement a multi-platform Java 2D game engine's graphics?

I'm not sure whether this question should be posted here. I'm trying to make a basic generic game engine in Java. Here's what I have so far. public abstract class Device { public abstract void ...
2
votes
2answers
261 views

Correct utilisation of gameloop (Android)

When using a gameloop like (much simplified)............ updateLogic(); render(); How does one perform 'single' operations? I mean, things like triggering sounds (which will only be played once), ...
0
votes
3answers
602 views

Why does this game loop stop my process from responding?

I implemented a fixed time step loop for my C# game. All it does at the moment is make a square bounce around the screen. The problem I'm having is that when I execute the program, I can't close it ...
-2
votes
1answer
133 views

how to restart in java japplet? [closed]

how to restart a game? problem with my code is that when it restarts it double the enemy. so there are 10 enemies and lets say player dies than user restart and now there are 20 enemies and so on..... ...
2
votes
2answers
607 views

Why are my game ticks longer than expected?

I was working on my game, adding stuff to it, when I noticed my ticks were in the low 50's when I had set it to do a constant 60. This is my run method. public void run() { init(); long ...
1
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1answer
583 views

Gamemaker Loop Question

How often do loops repeat in game maker? Is it every step, or as fast as it can handle? I need it to loop every step, is it possible to do that? I'm talking about in code, I have a do until loop. Just ...
8
votes
2answers
3k views

Java 2D game programming: Different approaches to make a game loop

I am new to Java game programming, but the more I read the more I'm confused, because I've seen several different approaches to make a game loop: 1. The standard approach, that uses the Timer class ...
7
votes
4answers
625 views

Simultaneous game states

I think I understand the basic idea behind a Finite State Machine-based game loop. But I'm trying to write a little game in which the same object can simultaneously be in multiple, independent states. ...
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votes
1answer
193 views

simple win32 window wont show [closed]

The program compiles and runs successfully but does not show a window, it simply ends immediately. #include <Windows.h> LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wParam, ...
3
votes
2answers
255 views

Behavior Tree Iteration Rate

How is a Behavior Tree iterated in a game? For example, let's assume you have an extremely large Behavior Tree with about a hundred Actions/Conditions. If we were to run one action or condition ...
2
votes
3answers
550 views

Whats an elegant implementation for 2D collision detection in a block based game?

to make things clear, i do not want to know HOW to implement collision detection mathematically. What i am looking for is an elegant way to check for collisions without having to manage seperate lists ...
4
votes
1answer
4k views

The most efficient and accurate game loop?

Obviously for a game to work you need a game loop... Normally, my game loop would consist of something like this: while(running){ update(); render(); Thread.sleep(10); } This seemed to ...
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votes
1answer
199 views

Generic Class Name for RTS [closed]

Hopefully this will be a nice easy question :- I am building an RTS as a way of learning OOP techniques. Currently the code has the following classes Class MustInherit GameUnit Class MustInherit ...
14
votes
1answer
997 views

Behavior Trees :: Actions That Take Longer Than One Tick

From what I understand on Behavior Trees, each Behavior should be a short goal oriented Action that could be done in a few iterations. So for example, below is an image of a Behavior Tree: Now let ...
2
votes
1answer
2k views

CPU usage, game loop and sleep()

I've read about this topic on numerous discussion sites, but I can't seem to find a clear definitive (up-to-date) answer, and hopefully this will me some more insight: I've read the excellent game ...
-1
votes
1answer
208 views

Server fixed timestep not running at 30Hz but way way too fast [closed]

I'm trying to make my game's server thread run at a fixed 30Hz but can't figure out how. Basically, before I just had a stupid while(1) { //do everything as fast as you can} which means that for my ...
3
votes
1answer
632 views

Weird stuttering with fixed-timestep, variable-framerate game loop

I've been trying to set up fixed-timestep loop for my game, using the technique from here. I have no need for the interpolation step as I intend to run the logic at or above vsync speed. Here is a ...
-1
votes
1answer
247 views

Drawing multiple sprites with clear screen for every frame

I googled with best of my skills, but I cannot find any relevant answer to my problem. I'm making a game with an isometric view. I need to draw multiple sprites on the screen and before switching to ...
2
votes
1answer
192 views

Selecting the entities needed for rendering [duplicate]

Currently I'm sorting and looping every entity on my level but I really don't need to. Only a small subset would be on screen. If I could extract a list of entities from my main list that are on ...
3
votes
2answers
422 views

Lockstep Game Loop

I have an XNA game using a basic lockstep update loop. The client sends all commands to the server, and updates only if it has received the next turn's commands from the server. When does a turn end? ...
10
votes
3answers
2k views

EXTREMELY Confused Over “Constant Game Speed Maximum FPS” Game Loop

I recently read this article on Game Loops: http://www.koonsolo.com/news/dewitters-gameloop/ And the recommended last implementation is confusing me deeply. I don't understand how it works, and it ...
3
votes
3answers
395 views

How precise should timers in update loops be?

What is the suggestion of "enough precision" in a timer for a fixed game update loop? Currently I'm testing with this code, but it sometimes misses 1-2 updates @ 50hz. While at 30hz it seems to work ...
2
votes
1answer
4k views

Android: Improving surfaceView?

I'm using Surfaceview in my Android app. I have two threads, one for UI and another for rendering and updading the UI. I am limiting my frames per second to 30 fps and have employed frame-skipping ...
2
votes
2answers
510 views

How do I calculate consistent frame timings at 60fps?

I'm writing an HTML canvas game that uses requestAnimationFrame and therefore runs at 60fps, although this is more of a question about failing arithmetic than about JavaScript. If I measure the time ...
4
votes
1answer
475 views

Online card games: game loop or event based?

The only games I've made have been the game loop variety. I'm just starting to think about building an online poker game where people could meet up in a lobby, etc. Cards seem event based... is the ...
1
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2answers
391 views

Multiple pipelined game loops

I am considering using the following game engine design pattern, but I am unsure if it's a good idea or not: Each major task (drawing, physics, logic, networking, disk I/O) will have its own ...
1
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1answer
876 views

XNA - moving the 3rd person camera

I'm having following problem: Can't set my camera to follow object from behind and rotate when I use left/right arrow. I've tried different tutorial and examples but it still doesn't work for me. ...
1
vote
1answer
639 views

SDL2 focus lost = massive gain in FPS

Whenever I lose focus from my game window, I go from ~60FPS to 6000+, then when the window gains focus again, I go back to around 60 frames per second. And yes, this happens every time I run my game, ...
14
votes
2answers
2k views

Design of a turn-based game where actions have side-effects

I am writing a computer version of the game Dominion. It is a turn-based card game where action cards, treasure cards, and victory point cards are accumulated into a player's personal deck. I have the ...
6
votes
2answers
254 views

Simultaneous events in a realtime system, where processing order causes different outcomes

I am working on a realtime dungeon crawler, focusing on a relatively complex and flexible skill system. Somewhat similar to MMORPGs with many compound spells, area effects, buffs/debuffs, ect. I am ...
13
votes
3answers
1k views

Game loop, how to check for conditions once, do something, then not do it again

For example, I have a Game class and it keeps an int that tracks the player's lives. I have a conditional if ( mLives < 1 ) { // Do some work. } However this condition keeps firing and the ...
0
votes
1answer
609 views

Am I doing this node.js game loop wrong?

I have 2 arrays of JSON objects, actions and game objects. At any time a user can make a request from the client which can add an action to the actions array. I have a setInterval(function(){ }, ...
7
votes
2answers
3k views

Server side game loop

Many java games use thread.sleep() to controll fps. Since the server does not display graphics, should the server game loop keep running just calculating delta time? Like this example: long ...
3
votes
2answers
371 views

Should I redraw every pixel?

For my first game I implemented a tetris clone in javascript. My "canvas" and an HTML <table> with every <td> representing a single block. Instead of having a gameloop redraw every single ...
3
votes
2answers
1k views

HTML5/JS - Choppy Game Loop

I have been experimenting with HTML5/JS, trying to create a simple game when I hit a wall. My choice of game loop is too choppy to be actually of any use in a game. I'm trying for a fixed time step ...
4
votes
3answers
5k views

Calculating Delta time , what is wrong?

For 2 days now i am trying to calculate the correct delta time for my game , I am starting to getting crazy since i tried all the solutions that i found on the 5 first google pages... What is wrong? I ...
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3answers
131 views

Triggering State Changes with Health Counter

I'm developing a game where the player changes states as their health decreases. Below 50, it should trigger animation1. Below 30, it should trigger animation2. The problem is, I only want to trigger ...