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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1
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2answers
295 views

what is the best way to use loops to detect events while the main loop is running?

I am making an "game" that has pathfinding using pygame. I am using Astar algo. I have a main loop which draws the whole map. In the loop I check for events. If user press "enter" or "space", random ...
4
votes
3answers
540 views

Best practices on separating Update and Draw on game loop

I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The ...
3
votes
1answer
1k 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 ...
2
votes
2answers
1k views

Why does my game loop speed vary on different platforms with the same hardware?

I've got a serious issue with my game loop. This loop varies in time with the platform and with the same hardware. This is a list of FPS achieved: - Windows ======= 140 to 150 - Linux ...
1
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3answers
1k views

Android, how important is deltaTime?

Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not ...
3
votes
2answers
468 views

Explaining Asteroids Movement code

I'm writing an Asteroids Atari clone, and I want to figure out how the AI for the asteroids is done. I have came across that piece of code, but I can't get what it does 100% if ...
0
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2answers
433 views

how to get started with a game engine [closed]

I'm a 3rd year Computer Science student and I would like to get started with building a game engine or at least tinkering with making one. I am curious if there are any good resources to use to get ...
0
votes
2answers
553 views

Negative timeout value in Variable Timestep loop

I was working on my game loop and I came across an odd problem. The loop was working fine, my states could render, received updates, etc. I then proceeded to create my Input system, which, also works. ...
1
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1answer
460 views

How to precisely limit fps

I am having trouble making my game's main loop to run at exactly N fps. Let's say i want game to run at constant 60 fps. Here is part of my code: int ticksPerSecond = 60; int skipTicks = 1000 / ...
0
votes
1answer
788 views

Java2D Game Flickering

I'm in the process of trying to get familiar with making games in Java, using the Swing library. Coding my Snake game however, I've got to a point where the game is flickering/ghosting and I haven't ...
1
vote
1answer
617 views

User input in game loop

I am building a simple multi-player fly-around-a-3D-world game in Javascript/webGL/websocket (Chrome, Firefox mostly). How should I handle and process user input? My preliminary design (untested) is ...
0
votes
1answer
454 views

Rendering Loop Problem (Java)

I'm not new to programming, but I am relatively new to game programming. I am trying to create a version of Breakout, as a good basic game to get myself introduced to 2d game programming. I currently ...
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2answers
164 views

Benefits of implementing systems like classes instead of just functions

In an Entity System I am making, there is a central class called World, which stores all component instances. It's a dictionary-of-arrays, and entity ids are indexes for the arrays. To access a ...
3
votes
4answers
697 views

Game loop alternatives for efficiency

Understand where I'm coming from - I've been taught that a game is implemented something like this (pseudocode): while (!win_condition) { waitforinput(); updategraphics(); //etc.. } exit(); ...
7
votes
2answers
642 views

Replay system: record inputs or events?

I read this: How to design a replay system But it don't really answer my question. My game is built with the client "view" of the game as a separate program from the server "model" and "controller". ...
4
votes
2answers
344 views

What would be the problems with using a singleton design pattern for my engine?

I'm desiging an HTML5 2D game engine in Javascript, and currently, I use the singleton pattern. There is only one global object in the namespace called simply Engine. All other objects are ...
1
vote
3answers
803 views

My rhythm game runs choppy even with high frame rate

EDIT: [SOLUTION] I posted a possibly explanation for my issue below to anyone who has a similar problem. Hope it helps. I'm coding a rhythm game and the game runs smoothly with uncapped fps. But when ...
2
votes
2answers
438 views

Is using a dedicated thread just for sending gpu commands a good idea?

The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait ...
2
votes
1answer
328 views

Handling various frame layouts in Android

I am trying create a Contra or the old TMNT game (but a simple one) like game for Android. For the game I decided to divide my main screen in three parts - upper for stats, mid for the game and lower ...
-2
votes
1answer
188 views

Issues with networking in my Java game, Client crashes when I try and read from the server input

A buddy and I have been programming a code game over the last 2 weeks, it is intended to be a multiplayer game with the ability to have 2 players play against each other. I am running into an issue ...
4
votes
4answers
1k views

C++ Game engine time scale

i have begun creating a very simple game engine and i am trying to work out how to create a time scale for the game.by time scale i mean some way of increasing and decreasing the speed of the game(not ...
1
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1answer
3k views

AS3 Calculating Delta Time In Seconds

Here is how I've been trying to implement delta time based on different internet resources. var startTime:Number = getTimer(); game.Update(deltaTime); deltaTime = Number(getTimer() - startTime) * ...
3
votes
1answer
226 views

Framerate control and physics engines?

I am reading this article on how to control the framerate and physics calculations. But in the game I am writing, I use a third party physics library and the only thing I do to update my physics is ...
3
votes
4answers
3k views

Most effective way to manage a gamestate system that is easy to use?

I just started working on my game, mostly the game management. I plan and using game-states to make the menu's and other stuff easier. My main idea for implementing the game-states is creating a game ...
6
votes
3answers
7k views

XNA game loop Update and Draw

I'm confused on how the game's methods are called and when. So I read that the sequence is: Initialize LoadContent Update Draw UnloadContent Where 3 and 4 are the game loop, so after Update is ...
0
votes
1answer
826 views

In some games, we just let the main() loop be the Player object or Table object?

I was thinking that let's say if there is a game of Blackjack or MasterMind, then we should have a class called Dealer or ComputerPal, which is how the computer interact with us (as a dealer for ...
7
votes
2answers
2k views

Managing game state / 'what to update' within an XNA game 'screen'

I'm trying to figure out how best to manage state within my game screens - please bare with me though! At the moment I'm using a heavily modified version of the fantastic game state management example ...
6
votes
1answer
2k views

How to chain actions/animations together and delay their execution?

I'm trying to build a simple game with a number of screens - 'TitleScreen', 'LoadingScreen', 'PlayScreen', 'HighScoreScreen' - each of which has it's own draw & update logic methods, sprites, ...
4
votes
2answers
259 views

How do I consolidate the differences between iOS and Android update loops?

I'm currently working on moving some Android-ndk code to the iPhone. From looking at some samples it seems that the main loop is handled for you and all you've got to do is override the render ...
2
votes
3answers
252 views

What are the pros and cons of a non-fixed-interval update loop?

I am studying various approaches to implementing a game loop and I have found this article. In the article the author implements a loop which, if the processing falls behind in time, skips frame ...
6
votes
1answer
704 views

When to detect collisions in game loop

My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the ...
4
votes
3answers
638 views

How do I do a game loop in c99?

I'm having trouble with how to structure a game using c99. I've seen a few tutorials on making a game loop, but they are all done with c++ and classes. My main problem seems to be moving data around ...
4
votes
5answers
369 views

Game Loop Problem - Growth and Recharge as Integer Values

I have a question about game loops. I understand that you shouldn't have a static loop, say 100ms and set something's speed to 1px/frame so it moves 10px/sec. You should have a speed and multiple that ...
2
votes
1answer
326 views

way to implement a menu -pratical

i do my first game and already read alot about design strategie, programming style, design .. and so on theoretically it works perfect but in practice i dont know if i do thinks "right" i have three ...
-3
votes
1answer
1k views

What can be the cause of sudden lag spikes in my Android game?

My Android game has sudden lag spikes sometimes. I know this is due to something going wrong. My phone has a 1GHz processor so there shouldn't be a problem. Basically I use the Canvas class to render ...
4
votes
1answer
847 views

Cocos2D-iPhone, how does the Game Loop work in Cocos2D?

Could anyone theoretically explain how the game loop works in Cocos2D and Objective-C? If you need me to be more specific about what I'm asking, please read on. I've got a rudimentary understanding ...
10
votes
4answers
1k views

Using idle time in turn-based (RPG) games for updating

If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time ...
11
votes
2answers
6k views

how should i develop my android game efficiently?

I have attached a image of a flow chart that i made in paint. The image shows how i want to develop my game. I want a game that runs great with smart coding that is easy to update and ad features ...
3
votes
1answer
242 views

How can I organize code for views efficiently?

I'm making a video game for the Android platform and I need advice on the overall set up of the activities and views in the code. I don't need actual code, psuedocode will do, but actual code always ...
1
vote
2answers
593 views

Entity manager loop opinions

This days I'm refactoring code and one of the things I want to improve is my entity manager code. More precisely, the update funcion where entities are updated. My engine is a 2D tile based engine ...
-3
votes
1answer
389 views

Options available to a programmer on the Main Game Loop [closed]

Could someone please give me some insight into each one of the four topics listed below. I have a good idea about what passive and active rendering are, and that the use of active rendering is more ...
22
votes
2answers
4k views

Is it safe to use Sleep() in game loop (on Windows)?

Is it safe to use Sleep() function on Windows in game loop (C++)? I want to have fixed frame rate.
2
votes
1answer
406 views

How to wisely update body trajectories in a 3D space simulation game?

Suppose I have a Spacecraft object in 3D space, controllable by the player. I want it to update its own trajectory, so I give it a function for that (actually it might be inside a controller component ...
1
vote
2answers
733 views

Game Loop: Should resources be initialized in the game loop or in the respective classes? (both?)

For example, lets say we have an enemy class in my Android game project. I am initializing the enemy bitmap to be used with certain sprites in my game loops init. I am then calling the respective ...
6
votes
3answers
1k views

What are “frame rate” and “fps?”

Can someone give me a detailed explanation about frame rate and fps concepts?
4
votes
2answers
277 views

How to store the state of the world for a fixed time step?

Most of the posts on fixed time steps say something like this: State previous; State current; while ( !quit ) { double newTime = time(); double frameTime = newTime - currentTime; if ( ...
4
votes
3answers
444 views

Synchronise graphics and logic code

I have a procedural approach to the game loop that runs various classes. it looks like this: continue any in progress animations check for used input apply AI move things resolve events such as ...
15
votes
2answers
2k views

Where should collision detection logic be placed?

I am developing a small 2D game engine. The characters have a paint method which currently does the following: Calculate the new position of the character as per its speed, etc. Update the collision ...
0
votes
2answers
665 views

Console Text game: Vertical Scroller collision problems

Alright so i'm making a vertical side scroller where you are an '8' character traveling downward while avoiding my randomly generated walls (the "generation" function) on the left and right sides of ...
4
votes
5answers
617 views

Flash Game not working on Android

I am not sure if I will be able to provide enough information for someone to answer this question, but any ideas might help. I am creating a tower defense game in Flash and I eventually want to make ...