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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20 views

How to render graphics in java [on hold]

I'm using thechernoproject's code from youtube and for some reason I cant get a black rectangle to fill the screen in my render method. : package com.thecherno.rain; import java.awt.Canvas; ...
-1
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2answers
110 views

What happens when a character attacked in fighting game?

I went through many websites explaining fighting game systems, frames, hitboxes, but i couldn' find the answer so i ask here. Basically fighting game hitbox system works like this : 1.Player A ...
0
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0answers
30 views

Good site to begin learning Game Dev. in Java [closed]

I have a basic understanding in java which I should review, and am confused on the different ways people program in youtube videos. can someone point me where to start properly, yet a bit advanced. ...
3
votes
1answer
86 views

Game loop in Javascript

I've been into javascript game programming with html5 and canvas lately. So far I've only been able to implement a game loop with setInterval, but I'm aware this means using fixed timestep. I've ...
1
vote
3answers
182 views

How can I implement a main menu?

I have been following the tutorials at http://lazyfoo.net/tutorials/SDL/index.php and although they are all very well written and I have learned more than I would have on my own, I am not sure how to ...
80
votes
3answers
22k views

Tips for writing the main game loop? [closed]

Can anyone recommend some good tips, articles, sites, etc. for writing the main game loop? What are some things that you should do in the game loop, and what are some things that you shouldn't do in ...
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votes
2answers
125 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 ...
12
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2answers
1k 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 ...
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1answer
133 views

Should game logic update per second or per frame?

I'm trying to wrap my head around how and when to update an entities position. My game loop updates logic at 25 FPS and renders at 50-60 (Depending on the computer hardware). So lets say I'm moving ...
3
votes
1answer
89 views

Pro's/Con's of separating game logic and render threads

Originally, I have thought that it is good practice to separate my game logic (updating) from my rendering thread. In this threading model, the rendering thread has no limitation on frame rate and ...
7
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3answers
1k views

Is a separate thread for game loop compulsory for simple games?

I am new to game development. In order to learn I am recreating this game on android platform. You can observe the game-play video at the above link. It is a simple game. I have read a lot of ...
1
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1answer
88 views

Game Update in Libgdx

In libgdx, the game loop is the render() method. But why is that, and is there a way where I can make an update() method that is called 60 times a second? As in the update() method, I would add the ...
2
votes
2answers
571 views

Why do my update and draw loops throw a concurrent access exception?

I've taken up the challenge of creating a basic 2D side-scrolling monster truck game for my little brother. It seems easy enough in theory, but jumping into Java out of XNA feels strange. My game ...
5
votes
2answers
694 views

Why is my gameloop logic not being restricted to 60 per second?

Here is my gameloop (taken from http://www.koonsolo.com/news/dewitters-gameloop/) which is supposed to limit the game (logic) updates to 60 per seconds and render as fast as the device allows: long ...
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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 ...
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votes
2answers
110 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 ...
0
votes
3answers
145 views

How can I avoid a busy-wait in this game loop implementation?

I've been developing a small framework for OpenGL and WinApi for some research purposes. My biggest problem right now is the game loop. Simplified I did something like this: Main thread: HANDLE ...
3
votes
2answers
118 views

HTML5 game fps render lag

I am currently creating a flappyBird-like HTML5 game using Proccessing.js You can see current work here: http://files.tips4design.com/flappySlothRelease/ The problem is that even though the FPS is ...
1
vote
0answers
93 views

iOS OpenGLES - Multithread Game loop - Render and Update

I am trying to implementing multi-threaded game loop in iOS. (Actaully, two thread - Render and Update) This is my structure. Update Loop Has logic and at the end of loop, save update state. ...
2
votes
1answer
181 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 ...
0
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8answers
824 views

Games development with a game loop that's abstracted away [closed]

Most game development happens with a main game loop. Are there any good articles/blog posts/discussions about games without a game loop? I imagine they'd mostly be web games, but I'd be interested ...
1
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1answer
148 views

Why game loop should be running on a separate thread?

I am struggling to fully understand the responsiveness argument suggesting to run the game loop on a separate thread other than main thread. When OS sends a user event (touch, mouse move, etc.) it ...
5
votes
2answers
457 views

Physics in my game confused after restructuring the Game loop

I'm on my way with making a game in Java. Now I have some trouble with an interpolation based game loop in my calculations. Before I used that system the calculation of a falling object was like ...
4
votes
1answer
80 views

Dealing with interpolation and object creation/destruction

I've implemented a game loop similar to that in Glenn Fiedler's Fix Your Timestep! article. I have an update step running at 50Hz and a render step running at 60Hz (monitor refresh rate). To keep ...
0
votes
1answer
65 views

moving first person camera with the mouse on right click

I am new to game development and I am trying to get the game input working. I have successfully got all the movement keys for walking/running/looking around working; however, I am having a terrible ...
1
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1answer
157 views

Game Loop: Best way to limit the fps? [duplicate]

My game-loop looks like this: public void run() { init(); final double amountOfTicks = 60.0; double ns = 1000000000.0 / amountOfTicks; long ...
2
votes
3answers
1k views

Speed, delta time and movement

player.vx = scroll_speed * dt /* Update positions */ player.x += player.vx player.y += player.vy I have a delta time in miliseconds, and I was wondering how I can use it properly. I tried the ...
2
votes
1answer
186 views

does order of updates and renders matter?

I know in a game loop there needs to be an order like physics should update before rendering. So, I have created two separate functions: update and render and the game loops like below: ...
2
votes
2answers
118 views

Physics engine deltaTime and force acceleration

I am working on a physics engine that uses basic Euler integration to compute forces. So, here is the thing: function applyForce (rigidbody, force) { rigidbody.forces.add(force); } function ...
0
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0answers
126 views

Server Character Movement calculation

I am creating the movement function for an 3D MMO game server. It seems that I cant no get the position calculation to match the client and was wondering the best way to do this. Let me explain. The ...
1
vote
1answer
155 views

Problem with Scanner class in Java [closed]

I'm pretty new here (as though to a game development). So here's my question. I'm trying to organize a really simple game cycle in my public static main() as follows: Scanner sc = new ...
1
vote
1answer
96 views

Implement an upper FPS limit in the gameloop

I implemented my game-loop as described in deWiTTER's article, using the last approach with an unlimited FPS and a constant game-speed. My problem is, that the unlimited FPS cranks up my CPU usage to ...
1
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2answers
108 views

Should the game update loop compensate for slowness

I am building a game engine and considering the design for the core game loop that will drive the game. In the most basic form, the implementation looks similar to this (in pseudo-code): while ...
0
votes
1answer
174 views

Framerate and game loop on mobile

I'm searching how to manage game framerate on mobiles devices, here is my problem: On a computer with got something like that: void main() { while(game.isRunning()) { ...
1
vote
1answer
130 views

When updating a mesh, does glBufferSubdata belong in the update or render function?

When updating a mesh does the glBufferSubdata call belong in the update function or render function? I'm trying to organize my game appropriately and knowing this would help me. This is my first ...
1
vote
1answer
154 views

Python game loop approach?

I intend to write a game in Python and, later, if needed, offload any performance-critical sections of code to C++. I want to use Python basically because I am really familiar with the language and I ...
-1
votes
1answer
92 views

why are there draw rate and update rate in fixed time step game loop?

http://www.gameprogblog.com/generic-game-loop/ Java boolean onLoop( Game game, GameState state, GameInput input, Graphics2D gr ) { long nanosElapsed = state.tick(); updateTime += nanosElapsed; ...
0
votes
2answers
93 views

LUA - Keeping track of game state for a digital card trading game

I am building a card game. Let's say it's similar to Magic the Gathering, Hearthstone, etc. The problem I am trying to figure out is how to architect "auras" and how much damage each card takes. ...
4
votes
1answer
94 views

How to manage sleep/awake state of physics body

I have a loop, which updates all the physics, inside the loop I'm updating the position of the objects, first thing is the gravity, which pulls all the objects to the bottom. Now my question is, how ...
22
votes
4answers
2k views

What is the point of “delta” in this code? Does it reflect a standard thing in game dev?

I know very little about game programming but would like to learn more. I am trying to understand the code for this game. I am trying to understand why the code is passing a "delta" to ...
3
votes
2answers
858 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 ...
1
vote
2answers
143 views

Input of mouseclick not always registered in XNA Update method

I have a problem that not all inputs of my mouse events seem to be registered. The update logic is checking a 2 dimensional array of 10x10 . It's logic for a jewel matching game. So when i switch my ...
1
vote
0answers
103 views

Delay command execution over sockets

I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their choice of client (Zmud, etc) e.g. ...
0
votes
1answer
389 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(){ }, ...
0
votes
1answer
566 views

How to use C++11 chrono header for a clock

In first, sorry for my bad english. :) I'm making a game using SFML and C++11 new features, but I've got a problem with my custom Clock class (made to replace the SFML one). When I get the elapsed ...
4
votes
1answer
178 views

Game Logic Update Order

Is there a commonly-accepted general approach to the order of processing logic updates? My current 2D platformer has objects that implement different concerns, including the following: Notifiable - ...
3
votes
3answers
133 views

Should I use select() for networking in my gameloop?

I'm writing a simple networked game in C/C++. To keep things simple I'm using TCP. In my server's game loop I'm using a POSIX select() with a zero second timeout for two things: Discover incoming ...
2
votes
1answer
2k 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 ...
27
votes
3answers
2k views

Several classes need to access the same data, where should the data be declared?

I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as ...
1
vote
1answer
267 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 ...