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.

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3answers
449 views

Custom Update Function -OR- Multiple TimeScales

I'm trying to create some interesting variations on timescales in my game. In essence, I'd like at least two, probably three or four separate timescales. The player - the player timescale is likely ...
0
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3answers
322 views

Long delta time and collision detection

When player's computer stutters/he tabs out of game stopping requestAnimationFrame calls, movement system tied to the delta time creates a huge leap, bypassing probable collisions. This allows player ...
3
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2answers
143 views

Unity Animation Tracking

Background I've recently reached a bottle neck in my game's code that forced me to completely decouple the logic/networking from the graphics. Thanks to the nature of my board game, I was able to ...
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2answers
77 views

Updating bots/AI behavior after a fixed elapsed timestamp in game loop?

I am developing a HTML5 game in javascript. Now I have created a few bots and they should be able to change their orientation after a few seconds/a fixed timestamp in the game loop. Suppose my game ...
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2answers
2k views

How to kill a fired bullet sprite after certain amount of time in Phaser?

The bullet should be killed after it was shot from the player, and after a certain amount of time. ...
4
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2answers
570 views

Fixed timestep with interpolation & rounding draw positions: jerky animation when the character is not moving

I've implemented a deterministic, fixed timestep system from here: http://gafferongames.com/game-physics/fix-your-timestep/ Everything works fine, output is the same with each step but there's one ...
1
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2answers
233 views

Game loop with fixed timestep gives strange result

So I've read the famous article at http://www.koonsolo.com/news/dewitters-gameloop/comment-page-2/#comments which describes different methods of implementing a game loop. I've tried to implement the ...
2
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0answers
523 views

Tick frame: update order problems

Sorry, it's a bit long story but I hope you can help me. First of all: I have an entity class called SceneObject. The SceneObject has components (eg. RenderableMesh, Camera) and transformation data (...
0
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1answer
119 views

Creating 3D gravity in zero-G tied to mass in unity with c#

As a total beginner, I've been working on a patch-job script for a gravity mechanic in an open space sim, I want to derive all my objects from this "Block ALPHA" object and its' set of variable ...
0
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1answer
136 views

Loop in coroutine stops after going halfway

I have a very weird problem with a particular loop in a coroutine: ...
0
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1answer
62 views

Is Update(GameTime) called before it's finished?

Code at the beginning of Update(GameTime) is being called over and over again, and code at the end of Update(GameTime) is only ...
0
votes
1answer
668 views

CPU and RAM usage in OpenGL too high in Swift

My game is set up so the the display controls the game loop, usual in Cocoa. The callback function calls run() which is this. The thing is, the thread running the ...
0
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1answer
550 views

Why is my deltaTime in my GameLoop 0?

I have a question about my code. I wrote a basic GameLoop for an Android Game and while testing it I realized the deltaTime is always 0. The code looks like this: ...
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2answers
648 views

Game Loop design that is speed hack proof

I'm not sure if this is possible, but it's worth a shot asking. How does one design a game loop in such a way that hooking and enabling a speed hack app to the game(dx11) doesn't matter? I found this ...
3
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1answer
155 views

Correct order of entity updates and collision detection

I'm trying to simulate a number of units walking in a single file. My update loop looks like this: ...
0
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2answers
85 views

Running subsystems at difference update intervals

I want to update the rendering at 60fps, but the logic at some lower rate, say 15Hz. But if an object only moves when the game logic updates, then it would appear to stutter badly especially for lower ...
0
votes
1answer
2k views

Game loop architecture using WPF(MVVM) and C#

Could i get some suggestions on how to implement a game loop whilst using WPF(MVVM) and C#, I am a professional developer and understand the technology well. The game loop usually contains a Init(), ...
1
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1answer
177 views

Repaint() in gameloop does'nt work [closed]

Recently I'm working on a PAC-MAN clone. I created 3 classes: StartingClass which extends Jframe and uses KeyListener ...
1
vote
2answers
532 views

Organizing Setup(), Update() and Draw() function in a game engine

I'm creating my first game engine and I want help with organizing the Setup(), Update() and Draw() functions in the correct way. Here is how my main() function looks like ...
0
votes
1answer
336 views

How to Implement a Timer for my Prefab for Roll-a-Ball Game (C# in Unity)

I am trying to create a public float timer that senses when the particular prefab has not been there for a certain amount of time. Then, it will replace that particular object. The goal is to ...
7
votes
1answer
267 views

How to execute game logic every 100ms but render as fast as possible?

I have created a simple snake clone and would like to execute game logic every 100ms while rendering as fast as possible. How can I achieve this when the program might run with very different frame ...
0
votes
1answer
218 views

Competing keyboard events

When I was looking on how to handle key inputs in a game loop I came across the following pattern: All native key events (up or down) get queued in an event queue that is later processed. The outcome ...
3
votes
1answer
806 views

How can I separate processing input and update?

I know that game loop is broken up into three distinct phases: processing inputs, update, and render, but I just can't see how I can make processing input and update independent of each other. Let's ...
2
votes
1answer
93 views

Game loops using Hard realtime systems vs Soft realtime systems

I have read the article here about realtime systems and am looking for examples specific to game loops. Am I correct in saying: Hard realtime systems will lag and slow down gameplay causing slow ...
0
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1answer
644 views

Game Loop and Animation states/frames

I just wanna be straighforward. I read a dozen of articles talking about game loop, components, modules, structures, time control, etc... But, in the end I'm still somewhat confused of how animation ...
7
votes
1answer
1k views

In JavaScript, should I write a game loop for a turn-based game?

I am using javascript and HTML5 canvas for turn-based games (e.g., checkers, mastermind, minesweeper). Should I write a fixed-timestep game loop? What are the alternatives?
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1answer
179 views

Why is my delta time constantly under 1 millisecond?

I have a game loop that looks like this: while (Sync()) { DoStuff(); } The sync function computes my delta time like this: ...
0
votes
1answer
1k views

Most efficient way for nested loop to not repeat a value of parent loop in pair-wise structure (C# or Javascript) [closed]

It's hard to choose the correct title for this question, so let's see if I am able to better convey here what I am in search for. If the title is too far away, suggestions are welcome and I can edit ...
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vote
1answer
95 views

How should I define interaction modes in a strategic game?

I am creating a typical strategic game that gamer can select, deploy and move the game characters (Human mostly) and move or create buildings on its isometric map. These all are going to be done by ...
1
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1answer
255 views

Basic game loop, what does Update() and HandleInput() mean to you?

I have been developing a game and until now I have been handling input like so: Player presses a key HandleInput() acknowledges a key is pressed calls a function within the ...
-1
votes
3answers
304 views

A method to create and assign a name to a GameObject (Unity)

I'm trying to create a function that takes in a name of an object in the editor and assigns this accordingly as well as the name of a sprite, rigidbody, etc. Basically what I have so far is- ...
4
votes
2answers
458 views

Could someone help me understand this game loop logic?

I'm learning Java game development and trying to dissect this game loop: ...
1
vote
1answer
364 views

Implementing a modal dialog from scratch with C++

Right now I'm implementing my modal dialogs in windows with a separate message loop after popping up the dialog. This straightforward an approach won't work with other systems that don't have message ...
3
votes
1answer
772 views

Varying framerate (FPS) [closed]

In my game-loop, I am using fixed time step for physics and interpolation for rendering as suggested on Gaffer on Games | Fix Your Timestep! However, when the framerate is varying between 30-60fps ...
4
votes
2answers
574 views

Laggy empty project at 60FPS

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2answers
529 views

Should input be per-frame or per-update?

I'm implementing a GUI system to look around a 2D tile-based world. At the moment, I'm updating it every time the mouse moves (which happens to be per frame, since that's when it polls for events). ...
2
votes
1answer
368 views

Client and server loops don't match up

I'm trying to build a small networked game using WebGL and NodeJS. I have a basic client and server setup and I'm at the point where I'm trying to implement dead reckoning to simulate what happens on ...
4
votes
1answer
871 views

Does libgdx implement the game loop for you?

Initially, I assumed that the developer has to implement the game loop because libgdx is a library - not an engine. But then I found out that Graphics has ...
2
votes
1answer
555 views

A deterministic game loop

I want to make a game loop that is deterministic sort of like a physics engine but it's for game update and rendering. I've done a lot of reading and I still was a bit confused. I've read these ...
0
votes
2answers
10k views

How to create a Update function in Java

I have recently started using Java, but have been programming in javascript, and actionscript 3 for a while. I am used to the language giving me the ability to simply do something like: ...
11
votes
3answers
4k views

UPS and FPS - What should I limit and why?

I'm currently writing a game using C++ and SDL2 and there's one thing that I'm wondering about - does it make sense to limit my frames per second (FPS) and/or my updates per second (UPS)? I get the ...
1
vote
1answer
101 views

In the game loop, apply dt before the loop starts, or after it finishes?

Say I have a Game class with an update loop that receives a time increment dt by parameter. I was wondering if it's better or customary to apply this dt before the ...
3
votes
1answer
308 views

Endless Running Game - Changing Lane Function in JAVA

I am developing a kind of vertical endless running game, where the character has 4 possible lanes to be in. I am using libGDX and want the character to change lanes by adding a horizontal velocity to ...
17
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2answers
4k views

Why does my sprite player move faster when I move the mouse?

I'm trying to develop a simple game made with Pygame (Python library). I have a sprite object which's the player and I move it ...
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 ...
2
votes
2answers
429 views

Questions About Game Loops

I've been reading up how to lay out a game loop that'll work optimally in both great and not so great conditions but I think I've confused a few techniques together... so I have some questions... ...
4
votes
1answer
907 views

Should UI be part of the game-loop?

I can't really find a good answer to this anywhere, I have never worked on games in a proffessional environment and I am wondering; Do these games render their UI in the main game-loop? That is, do ...
1
vote
1answer
449 views

How to use multiplication operation in game render delta time?

We are using delta time like this: ...
12
votes
2answers
2k views

Pausing the game inside the game loop

Inside the game loop, the game is paused by pressing P, meaning that the game loop does not run anymore. Problem is that after this loop is halted, P cannot be pressed again to resume the loop, since ...
1
vote
1answer
2k views

Simple Tanks game - Client-Server communication approach doubts [closed]

I want to create simple a multiplayer 2D game with tanks ( cooperative ) in C# with .NET. I also want to keep it simple, because it is only a semester project, and unfortunately i don't have time to ...