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4
votes
1answer
332 views

Android Java: Way to effectively pause system time while debugging?

In my project, I call nanoTime and use that to get a deltaTime which I pass to my entities and animations. However, while debugging (for example, stepping through my code), the system time on my ...
3
votes
1answer
796 views

android game performance regarding timers

Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory. Im using a custom TimerTask that looks like this: public class Task ...
2
votes
1answer
231 views

What are the factors that determine the default frequency of a shader call?

After i have been played for some days with various vertex and fragments shaders seems clear to me that this programs are called by the GPU at every and each rendering cycle, the problem is that I ...
1
vote
1answer
437 views

High Resolution Timer Options in Windows

I'd like to know what are my options for high resolution timer in Window. I want a timer with at least 1ms precision since I need it for a rhythm game. I'm using QueryPerformanceCounter now, but I ...
0
votes
1answer
617 views

Periodic updates of an object in Unity

I'm trying to make a collider appear every 1 second. But I can't get the code right. I tried enabling the collider in the Update function and putting a yield to make it update every second or so. ...
3
votes
3answers
1k views

HTML5 Canvas Game Timer

How to create good timer for HTML5 Canvas games? I am using RequestAnimationFrame( http://paulirish.com/2011/requestanimationframe-for-smart-animating/ ) But object's move too fast. Something like ...
0
votes
2answers
1k views

Timer for pop up text in XNA

I am making an xna game which contains turn-based RPG battle elements. Any good game that features turn-based battle has to have a good feedback to the user. For example, When my guy attacks, there ...
1
vote
1answer
547 views

Countdown Timer for Racing Game

I want to make a countdown timer for my racing game such as "3... 2... 1... GO!" I'm using GLUT, OpenGL, and C++. I was wondering what the most appropriate method to handle this in C++. clock()? ...
4
votes
5answers
362 views

Game Loop Problem - Growth and Recharge as Integer Values

I have a question about game loops. I understand that you shouldn't have a static loop, say 100ms and set something's speed to 1px/frame so it moves 10px/sec. You should have a speed and multiple that ...
0
votes
2answers
2k views

As3 Random movieclips from an array to the stage

For a game with orders and clients I was trying to create the following situation: Every half minute, a client should appear at the counter. In this case I have an array with 4 movieclips (4 ...
2
votes
2answers
271 views

How can I animate a recursive algorithm?

Say I have a recursive algorithm, for example one that generates a random tree: // Pseudocode, just a simple algorithm: it isn't perfect. function generate_branch(angle, length, current_depth, ...
2
votes
1answer
194 views

Gameserver travel time checks

I'm making a little RPG multiplayer game where each player can travel long distances. Traveling from point A to B can take up to 10 minutes and – once initiated – is an automatic process. Now, I am ...
2
votes
2answers
287 views

For timed levels, how do you determine time steps that are less than 1/(frames per second)?

I have made a simple HTML5 racing game. The laps are timed. I am running the game are 40 frames per second, each frame represents 40 milliseconds. There for my timer will increase in 0.025 ...
3
votes
2answers
296 views

Variable-step update() in game loop is falling behind, how can I get around this?

I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep ...
1
vote
1answer
376 views

Time calculation between openGL update calls

In XNA, the system calls update and draw function with the time information. This contains information such as how much time has passed since last update was called. This makes easy to integrate time ...
4
votes
2answers
951 views

Execute code at specific intervals, only once?

I am having an issue with XNA, where I want to execute some code in my Update method, but only at a given interval, and only once. I would like to avoid booleans to check if I've already called it ...
4
votes
3answers
648 views

Determine animation frame from interval

I have an array of sprites that are displayed in-order to make an animation. There is code in an update loop that has access to a value 'time' indicating how far along the animation is. Time is a ...
1
vote
1answer
2k views

C++ OpenGL Game Timer [duplicate]

Possible Duplicate: Tips for writing the main game loop? I am attempting to make a game using OpenGL and C++ but i haven't been able to find any good tutorials..or anything that could ...
7
votes
3answers
959 views

Effective methods to continuously update movement in a tower defense game?

We are four guys making a Tower Defense game as a project in first grade on a university. The game is going to be really simple! Three different towers Three different monsters One map (maybe add ...
4
votes
2answers
1k views

C# Timers for game development

I want to find out the best way of creating time based events in games. Lets talk for example about Texas Holdem Poker. Server can handle thousands of tables and in every table we have timers: turn ...
4
votes
4answers
1k views

Creating the concept of Time

So I've reached the point in my exploration of gaming where I'd like to impliment the concept of time into my little demo I've been building. What are some common methodologies for creating the ...
4
votes
2answers
453 views

Checkpoints in a racing game?

The game would be a race from A to B through several checkpoints. I think there are two approaches for the concept of time. The game starts with some time and player has to make it to the finish ...
5
votes
3answers
1k views

Thread runs faster on a faster processor… how to control Thread speed

I have a thread that uses TimeUnit.MILLISECONDS.sleep(5); Problem is when I load my app on a faster phone say with a snapdragon, it runs at lightning speed. Is there a way to control this speed so ...