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 ...
7
votes
3answers
471 views

Why should I separate objects from rendering?

Disclamer: I know what an entity system pattern is and I'm not using it. I've read a lot about separating object and rendering. About the fact that the game logic should be independent from the ...
17
votes
6answers
1k views

Separating game data/logic from rendering

I'm writing a game using C++ and OpenGL 2.1. I was thinking how could I separate the data/logic from rendering. At the moment I use a base class 'Renderable' that gives a pure virtual method to ...
2
votes
1answer
194 views

Keeping everything within one Activity

Overview My game is currently based on a single activity (rather than multiple activities) and I would like to keep it that way. At the moment, it goes straight into the game at level 1. I will ...
0
votes
3answers
556 views

Where to run logic update in openGL ES?

Using Canvas with Surfaceview I had a run() method where I would essentially do the following: onDraw(); update(); Where onDraw method would do the rendering and update would update all my game ...
2
votes
4answers
1k views

Entity/Component based engine rendering separation from logic

I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component ...
0
votes
2answers
228 views

Logic / Render phases with a single thread

The question I have may generate different opinions from different developers, but I'd still like to have an answer on this. Its all about the updating and rendering steps of the game loop, and their ...
11
votes
4answers
2k views

Synchronization between game logic thread and rendering thread

How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the ...
4
votes
1answer
607 views

Best way to separate display and game logic (threads)

What is the best way to separate render and game logic threads? I'd like to make logic-heavy game (ai, machine learning, and network) in which world updates 50-60 times per second. I want to ...