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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65
votes
3answers
14k views

Tips for writing the main game loop?

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 ...
20
votes
2answers
1k 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 ...
12
votes
4answers
1k 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 ...
9
votes
2answers
2k views

Semi-fixed or Fully-fixed timestep?

I am making an iphone shmup and am trying to decide what type of game loop to use. I want to use either semi-fixed timestep or fully-fixed timestep. With semi-fixed timestep I will make zero or more ...
14
votes
2answers
8k views

A good way to build a game loop in OpenGL

I'm currently beginning to learn OpenGL at school, and I've started making a simple game the other day (on my own, not for school). I'm using freeglut, and am building it in C, so for my game loop I ...
21
votes
2answers
2k 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.
6
votes
1answer
826 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, ...
6
votes
2answers
362 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". ...
11
votes
4answers
1k views

Programming the combat sequence in a role playing game

I'm trying to write a short "game" where a player goes around and fights monsters but I have no idea how to handle the combat. For example, say I have a "Warrior" and a "Troll". How do the two fight ...
3
votes
4answers
13k views

Android game scrolling background

I'm just trying to figure out the best approach for running a scolling background on an android device. The method I have so far.... its pretty laggy. I use threads, which I believe is not the best ...
15
votes
9answers
956 views

How do I best remove an entity from my game loop when it is dead?

Ok so I have a big list of all my entities which I loop through and update. In AS3 I can store this as an Array (dynamic length, untyped), a Vector (typed) or a linked list (not native). At the moment ...
12
votes
2answers
2k views

“Optimal” game loop for 2D side-scroller

Is it possible to describe an "optimal" (in terms of performance) layout for a 2D side-scroller's game loop? In this context the "game loop" takes user input, updates the states of game objects and ...
13
votes
2answers
726 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 ...
7
votes
2answers
1k views

Multi threaded game - updating, rendering, and how to split them

From the StackOverflow post (it was recommended I move this): So, I'm working on a game engine, and I've made pretty good progress. However, my engine is single-threaded, and the advantages of ...
11
votes
3answers
582 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 ...
4
votes
2answers
795 views

Correct order of operations in a platformer game loop

I've run into an issue with my Mega Man engine, and the structure of my game loop is making it very difficult to fix. With Rush Jet, or any falling platform, Mega Man needs to stay attached to the ...
13
votes
3answers
3k views

Finite state machine in C++

So, I've read a lot about using FSMs to do game state management, things like what an FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing ...
12
votes
5answers
751 views

Game actions that take multiple frames to complete

I've never really done much game programming before, pretty straightforward question. Imagine I'm building a Tetris game, with the main loop looking something like this. for every frame handle ...
2
votes
1answer
342 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
1answer
448 views

javascript game loop and game update design

There is a main game loop in my program, which calls game update every frame. However, to make better animation and better control, there is a need to implement a function like updateEveryNFrames(n, ...
1
vote
2answers
679 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
votes
3answers
2k views

C++ GameState management

I have been attempting to make a game engine in C++ and have come across the dilemma of game state management. I have done a lot of research and found numerous ways of accomplishing from game engine ...
2
votes
2answers
608 views

Turn-based Strategy Loop

I'm working on a strategy game. It's turn-based and card-based (think Dominion-style), done in a client, with eventual AI in the works. I've already implemented almost all of the game logic (methods ...
1
vote
2answers
206 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 ...
0
votes
1answer
474 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 ...
-3
votes
1answer
362 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 ...