Questions tagged [game-loop]

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.

2
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2answers
60 views

Exchanging data between custom-built hardware and games

I have a built my own steering wheel and motion platform that I would like to connect to popular car racing games (e.g. iRacing, Dirt Rally). I need to read data such as the car's acceleration (to ...
-1
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1answer
41 views

Web based poker on Phaser 3

Please can somebody help me as I'm a lil bit new to game dev and user interface designing. I am trying to create a simple Texas holdem poker using phaser3 for multiplayer application. I have a few ...
1
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1answer
129 views

Game object appears to accelerate too slowly

thank you for checking out my issue! I am trying to develop a game in java, but I have run into a problem. I would like to keep the physics as realistic as possible, so I am using a fixed time-step ...
0
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1answer
57 views

Pause updating but keep rendering

I am creating an implementation of Snakes and ladders and I run into some issues.The game is updating too fast and I want to limit the framerate kinda,or make a pause so that the move is actually ...
1
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1answer
6k views

Proper use of async, await and task.delay for a game loop

I'm currently in the process of making a game loop in a console application. I'm trying to make the game loop wait at the end of its loop for ...
4
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1answer
153 views

Fixed Timestep with Interpolation | Blurry & Choppy

I've been implementing a game loop with a fixed timestep which uses interpolation as described in the (legendary as I have come to find out as it is referenced in almost every post I have read trying ...
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0answers
41 views

Stuck at Goomba's speed and cancelling animation at game over

I'll try to be as precise as possible. First Issue: If you look in the code, I have a drawObjects function which calls collisionDetection function. Inside collisionDetection if player(mario) touches ...
0
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1answer
40 views

How to update model transform of components when using physics?

I implemented a high level components system for my renderer and am curious about the right way to update the transforms components of models that have a physics rigidbody attached. I am using ...
1
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1answer
52 views

Is it always necessary to synchronize rendering in a game loop?

When writing a game loop from scratch in java for an android game applications, it is very common in many tutorials I have read that the keyword synchronized is used to synchronize update and ...
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1answer
50 views

NodeJS client gameloop running slightly faster than server gameloop

So I'm working on a real time multiplayer game in NodeJs (Client and Server). Both loops handle the same "physics" (movement at a constant rate) and both are running at 40hz or 40 times per second. I ...
3
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1answer
150 views

SDL2 mouse motion event keeps occuring

The code I'm using is like so: ...
0
votes
1answer
19 views

Moving object with preset timelapse

I am a newbie game developer. I have one problem. Consider the following case. I have a simple game with only one object - a ball. A ball can move only up and down from one side to another. A User ...
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0answers
17 views

How Best to Implement Fixed Time Step for Gsync/Freesync Monitors?

I currently implement my game loop using a variable fixed timestep, i.e. dt = 1 / monitor_refresh_rate with vsync (or pseudo vysnc with delays where vsync is ...
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2answers
221 views
3
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1answer
582 views

Render Stutter - OpenGL or loop timing?

For some time now i have no been able to pinpoint the nature of the rendering stutter shown above(by not clearing the screen, not using SwapBuffers and drawing only to the front buffer). See the big ...
4
votes
1answer
1k views

Java Game Loop Efficiency

I'm quite new to java. I was watching 2 video tutorials on how to make java game and read a couple articles about game loop. However, I'm still confused about how game loop actually works. The ...
1
vote
1answer
140 views

Box2D simulation running slower on lower FPS(even when the desired FPS is lower than the actual)

I´m playing around and trying to make myself an easy platformer using the Box2D physics, before that I was not using it and was using my own physics implementation(just simple movements with timestep)....
13
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4answers
5k 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 ...
0
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1answer
85 views

JavaFX AnimationTimer VS Swing Game Loop

After looking at some code sources out there I noticed Java Swing Games usually create a class implementing Runnable, create a new Thread and set up the game loop ...
0
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1answer
642 views

Is this paint method okay?

I dont know why i need to call super.paintComponent() and super.repaint() to make the player's movements update, if i just put paintComponent the game seems like to always be stopped. However I think ...
0
votes
2answers
60 views

How can I fix my velocity damping to work with any delta/frame time?

I am decreasing my velocity by 50% every second using a guide I found online. I am using the code here and it gives the right result but only for very small values for dt: ...
18
votes
3answers
5k views

Design of a turn-based game where actions have side-effects

I am writing a computer version of the game Dominion. It is a turn-based card game where action cards, treasure cards, and victory point cards are accumulated into a player's personal deck. I have the ...
0
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1answer
73 views

Instantiate prefabs at particular vectors using text file (Unity3D game)

I need to read a text file containing two pieces of information on each line, and use that information to instantiate a prefab at the correct location in a Unity3D game (c# script). The locations are ...
0
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2answers
109 views

is this approach correct to make my game framerate indipendent in javascript?

this is what i did my game loop is run every REFRESH milliseconds loop = setInterval(tick,REFRESH); in the loop i calculate how much time is passed since last ...
0
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1answer
54 views

Make a variable go down as another goes up?

I am making a JavaScript game called "Spoop: The Clicker", and I have a variable shown by text: ...
3
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2answers
86 views

When to stop taking items from ever-growing queue and start processing them?

I am developing a fast-paced multiplayer shooting game and following instructions from this source http://www.gabrielgambetta.com/entity-interpolation.html. In the article it says that: several ...
2
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2answers
127 views

C++ create array of multiple types

I tried to create an array Entity[] with elements Human and Zomby. ...
0
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0answers
103 views

writing a game loop for a networked multiplayer game

i am trying to implement a networked multiplaye game. i understand the game loop described here : ...
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2answers
184 views

How can I benefit when I don't use gpu?

I am trying to make a 3D game with C++, SDL, and OpenGL. My program roughly looks like this: control function has only CPU operations. draw function has CPU and OpenGL functions operations. I just ...
0
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1answer
40 views

Canvas Infinite Map: How to have reappearing objects at static X,Y even when looping

I made a html canvas example of an infinite scrolling map with objects in static places. As you can see in the Fiddle below, when you move left with the Arrow Keys, you can see that the map does not ...
2
votes
0answers
389 views

Framerate independent realtime input

I am currently working on a fighting game (with 3d graphics, gameplay like a 2d fighter) and encountered a pretty big hurdle I currently don't know how to deal with. For fighting games, input ...
0
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0answers
51 views

Is creating a separate thread for each game session a bad idea?

I'm currently working on iocp game server. My game is just like diablo3 basically. 1~4 players join a separate session. I did basic iocp preparations and now I'm working on game session class. The ...
0
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0answers
29 views

Render and Update in Robotlegs Like Archtecture

I'm developing a small Snake game using a custom engine and trying to apply Robotlegs-like MVC-S architecture with Commands, Events as well. Currently I put some commands for collision checks, bounds ...
1
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0answers
65 views

How can I solve the jerky images when camera positions were calculated and sent from another computer?

I'm working on a simulator project. Computer A which uses a stick as a controller to produce operation data and calculate simulate data which will be sent to computer B as camera positions to render ...
1
vote
1answer
220 views

Getting multiple inputs in C++ simultaneously using kbhit() function

I am using Turbo C++ to make a game using the graphics.h library (I know it's a bit old). In this game, the player can move left, right and they can jump using A, D ...
0
votes
1answer
19 views

In random loop button dont work properly

I have this code to add 10 point if someone click the button and change the question. But it returns 10 point every time. I want to make it 10,20,30,40... etc. ...
0
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1answer
119 views

Use vsync event instead of a 16ms timer?

I found that in game development, most people set a timer that gets triggered every 16ms to do the rendering. As an Android programmer, I'm familiar with the Choreographer. You set a callback that ...
0
votes
1answer
81 views

Time loop/ticking architecture

Say I build a snooker game, where balls need to jitter around. Balls belong to a class (ball class), where all the ball functions are defined. In the animation, time evolves by a clock ticking ...
1
vote
1answer
147 views

My Java Game's movement looks awfull. Maybe Problem with Thread.sleep

I have a big problem with my Java games. In every game I make the movement of the player and objects just looks awfull. The framerate is 60 fps without any problems. But the movement looks extremly ...
2
votes
1answer
197 views

Screen objects sometimes not rendering

I am a mildly experienced programmer who has created several game engine templates and small 2D games in Java. I am currently expanding to 3D game engines and I am re-writing a previous engine to be ...
0
votes
1answer
53 views

How can I speed up the shapes drawing on high-density devices?

I have a game that should draw many shapes on the canvas and in every frame these shapes position will change, the game is running smooth but after adding more shapes some jerk arise and it drops some ...
31
votes
3answers
25k 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 ...
0
votes
2answers
129 views

While loop running in thread, but not doing anything [C++]

I am trying to multi-thread my game so that one thread updates and renders the player, while the other listens for inputs. I used a while loop to keep my detached thread running in the background, ...
1
vote
1answer
177 views

MonoGame tick cannot go lower than 16ms

I'm trying to build play with MonoGame and I'm trying basing this regarding the GameTime steps. In my main Game class that is being run in the main entrypoint of my project, I'm doing something like ...
5
votes
1answer
154 views

How do games implement client/server frame rate?

Do games have a frame rate at X fps that updates logic and also renders? Or do games update logic at a much slower frame rate than rendering? Let's say 20-25 fps for logic, and 60+ fps for rendering....
3
votes
2answers
984 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 ...
130
votes
3answers
79k views

How should I write a main game loop? [closed]

How should I write a 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 the game loop? I've written plenty of them, but I've ...
0
votes
1answer
83 views

How do I deal with closely coupled systems in a game engine?

Let's say a game engine had a central game class as well as multiple systems (as objects) that are stored within it. These systems (such as input, rendering, sound, etc) would also be updated by this ...
-1
votes
1answer
131 views

Use two Gameloops instead of one

I have been thinking about this a lot and don't know if i'm thinking incorrectly. Most games have one game loop that can be split into three functions. A basic game loop would look something like ...
1
vote
1answer
193 views

Timestep with multithreading

There are several questions and articles which deal with timestep - for example: Should game logic update per second or per frame? https://gafferongames.com/post/fix_your_timestep/ Accounting for ...