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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2answers
121 views

how to handle interactive choice in the middle of the game loop?

I am programming a turn-based game, 2D tile-based, overhead view. I have an update function and a render function running in separate threads. When it's the player's turn, the player can e.g. ...
0
votes
1answer
141 views

Android Game-Loop (rendering & logic removed, but still 'skipping frames')

Overview Guys really hopeing for some help here. My game loop is based on code from Fix Your Timestep!. I've read the article more than a few times, but I can't quite work out what exactly is ...
0
votes
1answer
83 views

Multiplying by delta not giving smooth movement

I started working on my first proper game but reached a problem straight away. In short I have a game that runs most of the time at 60 fps. ( I am using Libgdx a popular Java framework) but my game ...
0
votes
0answers
25 views

Android : Candy Crush Map Menu like [closed]

im new in android game dev. Im using a simple game loop and surfaceview and trying to bluid a world level selection like Candy crush. I need some help to understand how to do it (logics) and How ...
0
votes
1answer
94 views

android game development: why is my screen black?

so, im strarting an android game from scratch, and every time I try i stumble uppon the same problem, my screen is not displaying what i want it to. I've read various tutorials but they are either ...
0
votes
1answer
71 views

NodeJS setTimeOut - How to run callback before delay time exceeded

I'm developing a card game server. I want to do this : While server process a turn for players, players have 20 seconds to do something. If players send a request to server within 20 secs, timer will ...
0
votes
0answers
24 views

Game loop not functioning correctly

I'm working on a game loop in C++ using OpenGL and GLFW and it works like expected (I think), except when I'm focused in the window the FPS drops to 1fps (or 1000ms per frame) but when I'm not focused ...
0
votes
1answer
72 views

Basic Monster Movement

I'm new to game development. Specifically server side. Currently I am trying to implement movement of monsters. From point A to point B. I have used an a* pathfinding library to calculate the path to ...
3
votes
1answer
847 views

Events and objects being skipped in GameMaker

Update: Turns out it's not an issue with this code (or at least not entirely). Somehow the objects I use for keylogging and player automation (basic ai that plays the game) are being 'skipped' or not ...
-1
votes
1answer
39 views

Java game loop delta not working

Hello I have game loop where I can change framerate. But when I change framerate to other, delta time not working fine. For example when framerate is lower everything is faster. Here is game loop: ...
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0answers
29 views

Game Loop Thread for different activities

First of all, sorry for my mistakes of language. I'm a noob of game programming in Android but I'm trying to make one using canvas and bitmaps. My game have two screens, the Title Menu and the Game ...
0
votes
2answers
403 views

Cocos2d: Moving background on update: offsett issue

working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works ...
0
votes
0answers
58 views

Scrolling background loop however produces little gaps

I have myself a parallaxing background, i'm using SFML to render my background, I have myself 3 sf::Sprites, each sprite has the width of 576, I create myself 3 sprites with x positions 0, 576 and ...
0
votes
1answer
79 views

Capping framerate independently of logic updates in single-threaded Android Gameloop

My game is currently using the below game loop (this is an OpenGL ES 2.0 game, therefore the loop-work takes place on the rendering thread in the provided onDrawFrame method). Currently my loop ...
0
votes
4answers
121 views

Designing a multi-level game

I want to know to code structure of a game that has different levels to choose from on the main screen. More precisely, I want to know how does the main loop hands off the rendering to another loop ...
5
votes
4answers
226 views

How can I implement a real-time game loop in a text-based game?

I am trying to make a short text game with c++ to help me learn the language. I have made a version that basically displays texts, waits for an input, once the input is received it displays text, and ...
0
votes
0answers
102 views

Implementing a game loop with interpolation

I am trying to implement the Game Loop interpolated found in this website http://www.gameprogblog.com/generic-game-loop/. Here is my implementation: long frameRate = 50000000; int maxUpdates = 3; ...
0
votes
0answers
40 views

Cocos2d pause game freezes the screen

I am trying to create pause screen for my game. The game is developed upon continuous scrolling background (top to bottom) with obstacles which are moving independently (left to right). Below is the ...
0
votes
2answers
102 views

Do I really need a render() method in the game loop if the view subscribes to the models?

For a game that I'm working on, we've followed the MVC paradigm. However, in classic MVC, the view subscribes to the model and when the model updates it informs the view. We've implemented this as an ...
1
vote
1answer
43 views

Checking whether moving object has reached target position

So I have a fast-moving object in my game, let's say a bullet. At each iteration of the main loop I update the object's position based on the delta time value dt and draw it at the new position. I ...
1
vote
1answer
70 views

Using GetTickCount (to shoot missiles) [closed]

I have some difficulties to understand how to correctly use GetTickCount() as I have some problems in my little game. I have to place on a case a space ship. This one will shoot with a certain ...
1
vote
1answer
106 views

Delta time not accurate enough

In my game i have a delta timer based almost exactly on the page from here http://wiki.lwjgl.org/index.php?title=LWJGL_Basics_4_%28Timing%29 But if the the main loop is fast enough, my delta time ...
0
votes
2answers
154 views

How to detect collision between two directed object?

I'm currently writing a game which is like Battle City game. But right now I'm facing a trouble involved to checking collision between two objects. This is the code that I wrote: ...
16
votes
4answers
4k views

Is there any harm in having the main game loop run uncontrolled?

I was wondering if there is any possible harm when my game loop runs as fast as the system allows? I currently have a loop, that, by measuring passed time in nanoseconds, runs the game logic and ...
-1
votes
1answer
55 views

How to increase player Lifes count

I am new in Unity Game Development. I am designing infinite game using C# scripting. There are many cubes in my game scene. if single cube is hit by player, He gets 100 points. if same color, two ...
20
votes
5answers
4k views

Should actors in a game be responsible for drawing themselves?

I am very new to game development, but not to programming. I am (again) playing around with a Pong type game using JavaScript's canvas element. I have created a Paddle object which has the following ...
0
votes
1answer
124 views

Can someone provide a practical example of decoupling game world updates from frame redraws in iOS?

Please bear with me as I've been spending some time lately trying to get a better grasp of some game dev fundamentals. My specific issue is a direct result of trying to apply what I've read about ...
1
vote
2answers
171 views

Should FPS exceed ticks/second?

I was once told that you should never re-draw a frame if the game logic has not changed since the last draw. Assuming game logic is updated once every tick, and assuming a game runs at 40 FPS @ 20 ...
0
votes
2answers
238 views

Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the ...
0
votes
1answer
64 views

Skipping a loop in foreach? [closed]

I'm trying to get Unity to filter through a list of nodes, but I am unsure on how to do so. This is what I have derived. foreach (TileNode z in map.nodes) { int num = TileNode z; ...
1
vote
1answer
111 views

Input processing performance

I'm building a game using SDL in Linux platform. Now I want to read user input with SDL_GetKeyboardState, but my doubt is wich is the best way using a thread or a timer. I tried both and I think ...
0
votes
0answers
148 views

Need some guidance implementing event based game loop in JavaFX card game

i tried to make the title as much informative as possible. Anyhow, i'll try to be brief - I'm fairly new to java programming and programming altogether, after learning the basics and some advanced ...
1
vote
3answers
199 views

Why cap game loop delta-time?

I was reading some game's source code on Github and saw this game loop implementation for the first time: var lastTime = 0; var maxTime = 1/30; /** * @param {DOMHighResTimeStamp} curTime ...
1
vote
1answer
108 views

Interpolating rotated objects

I've finally got interpolation working to 'smooth' out movement, however it doesn't seem to work for objects that are rotating (around their own center) - when I try to do this, the objects in ...
0
votes
3answers
561 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 ...
15
votes
2answers
5k views

What is the standard C# / Windows Forms game loop?

When writing a game in C# that uses plain-old Windows Forms and some graphics API wrapper like SlimDX or OpenTK, how should the main game loop be structured? A canonical Windows Forms application has ...
5
votes
1answer
150 views

Is there a good alternative to a world state data structure?

How do you avoid one big data structure containing all the current world state ? Let's pretend we're in a real-time strategy game, how would you code a skill that decrease mana of units around it ? ...
0
votes
3answers
117 views

Separate draw and physics loops

I there a point in updating the physics at a different rate than drawing / taking input? Is it just to exploit parallelism? I've heard that many engines update the physics at 15FPS but render at ...
0
votes
1answer
405 views

Fixing game loop to 60fps makes animation very jittery

ns is 1000000000 / amountOfTicks; long now = System.nanoTime(); delta += (now - lastTime) / ns; lastTime = now; if (delta >= 1) { tick(glad); updates++; ...
0
votes
1answer
111 views

Trying to understand the XNA fixed time step game loop logic

I came across the blog post Understanding GameTime, and after lots of reading on fixed time steps in game loops this is the approach I would like to take. In summary, this is the logic from the post: ...
2
votes
1answer
117 views

Best practice for organizing the physics of objects?

Apologies because this is a long post and I am inexperienced. I would really appreciate the input from some experienced developers. These are my two goals for this project: To learn the best ...
0
votes
2answers
529 views

How to change from 60FPS to 30FPS while keeping things smooth?

Here is my current game loop: final int ticksPerSecond = 60; final int skipTicks = (1000 / ticksPerSecond); float dt = 1f/ticksPerSecond; while(System.currentTimeMillis() > nextGameTick ...
1
vote
3answers
669 views

Delta times and frame lag in the game loop

Let's say we have a standard gameloop like this, in pseudocode: while (true) { dt = GetDeltaTime(); Update(dt); Render(); } Here Update(dt) either uses a true variable timestep, or it ...
1
vote
2answers
265 views

Where should I put my game loop?

I've seen some tutorials on programming a good game loop, but none mention where (in the game code) I should call it. My guess is I should call it from the main() method. Am I right? Is there another ...
0
votes
1answer
99 views

How does this game loop actually work?

I read this playfulJS post, about ray-casting: http://www.playfuljs.com/a-first-person-engine-in-265-lines/ It looks really interested, so I decided to look at his javascript. I am no expert in ...
0
votes
2answers
160 views

How can I efficiently update only the entities that matter in a given frame?

I'm making a RTS, which can potentially have lots of units in one map (think Age of Empires). I'm looking for a way to update my units. I want to avoid calling a virtual Update() method every frame ...
2
votes
2answers
463 views

Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the ...
4
votes
2answers
1k views

Why does my turn-based game loop allow the enemy to act repeatedly?

I'm trying to create a turn-based game in pyGame but hit a wall when trying to properly handle the main game loop. So I have something like this: def loop(self): while self.stategame==1: ...
0
votes
0answers
188 views

Limiting Rendering in my game loop (Not Game Updates)

My Gameloop (code below), limits the game updates to 60 ticks per second. However, it renders as fast as the device on which it is being run can handle. I'm using a fixed time step in my game and I ...
2
votes
0answers
153 views

Abstracting Game Logic from Game Engine [closed]

I've seen that the Quake 3 Engines uses QVMs and DLLs for the gamelogic. Unity uses some kind of Component-Entity system. My question is basicly: What's a good way to keep the engine seperated from ...