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
71 views

C# Cursor stuck on busy state

So 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, the window ...
4
votes
1answer
164 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 ...
0
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1answer
55 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 ...
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1answer
410 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 ...
-1
votes
1answer
101 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
0answers
454 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
0answers
39 views

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

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 ...
1
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0answers
76 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 ...
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0answers
69 views

Android OpenGL ES 2.0 gameloop problems

I implemented a gameloop found here: http://www.koonsolo.com/news/dewitters-gameloop/ into my OpenGL ES 2.0 Android game. The tutorial was written with the canvas API in mind, not OpenGL so I made a ...
0
votes
0answers
64 views

Using boost function to wrap execution of a boost signals2 signal

I am considering using the boost library to design a simple yet effective callback event notification framework for my game application. The idea is that objects that can raise events would have a ...
0
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0answers
77 views

How to monitor the object position while it moves from one place to another?

In my game two objects rotate in opposite directions and at one particular place, the two objects meet. In that place I want to track the x and y degrees. If this is possible please share your ideas. ...
0
votes
0answers
194 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(){ }, ...
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0answers
127 views

Kinect losing tracked players with Beta2 SDK

I'm creating a game using the Beta2 SDK for Kinect. The issue i am having is that in the middle of gameplay if another person enters the Kinects FOV it stops tracking the player and will not track ...
0
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0answers
111 views

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

When updating a mesh does glBufferSubdata 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 game and I ...