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.

34 questions with no upvoted or accepted answers
Filter by
Sorted by
Tagged with
4
votes
1answer
661 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 ...
3
votes
0answers
558 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 ...
3
votes
0answers
589 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 (...
2
votes
0answers
66 views

How to structure tic tac toe game loop (or equivalent simple turn based game)?

I'm developing the simple Tic Tac Toe game in Java and got stuck on the game loop architecture. The game must support local, remote and automatic players. The graphical interface is based on JavaFX. ...
1
vote
0answers
65 views

Game loop stutters

I have the following game loop: ...
1
vote
0answers
77 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
83 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 ...
1
vote
1answer
146 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 ...
1
vote
1answer
204 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)....
1
vote
0answers
315 views

Help designing Board game using LibGDX

Hi i'd just like to preface this by saying i'm new to game development and currently learning the ins and outs of libGDX. I want to create the board game scrabble however i'm having trouble figuring ...
1
vote
0answers
629 views

What's the best way to set up an OpenGL draw loop in windows?

On mac os x, there's a way to pass the system a function pointer that is triggered at an ideal time to start your drawing code. These are the CVDisplayLink tools. ...
1
vote
0answers
801 views

How to properly multi-thread my game loop?

I am trying to implementing multi-threaded game loop in iOS. (Actually, two thread - Render and Update) This is my structure. Update Loop Has logic and at the end of loop, save update state. (...
1
vote
0answers
348 views

Delay command execution over sockets

I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their ...
0
votes
0answers
15 views

My platform disappears

Hello, I am having a problem right now. I can't seem to understand what this code does because I just copied this from someone, but my problem is my platform is disappearing when every time it almost ...
0
votes
0answers
19 views

Does it make sense to combine both Fixed TimeStep and Semi-fixed TimeStep for different update methods in a game loop?

Recently, I have started developing my game engine and I have been reading about game loops and the differences between Fixed TimeStep and Semi-Fixed Timestep. Both of them can be found around the web,...
0
votes
0answers
157 views

Jittery / stuttering motion when using SDL2

I've been using C++ and SDL2, but can't seem to get smooth motion when I have objects moving in the window. I was originally using SDL_GetTicks() and SDL_Delay() in my game loop, but one of the posts ...
0
votes
0answers
44 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
votes
0answers
31 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 ...
0
votes
1answer
65 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 ...
0
votes
1answer
63 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 ...
0
votes
0answers
194 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 : ...
0
votes
1answer
113 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
votes
0answers
57 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
votes
0answers
30 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 ...
0
votes
1answer
22 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 ...
0
votes
1answer
702 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
258 views

Prevent rendering queue from overflowing when using Vsync

My game loop currently looks something like this: ...
0
votes
0answers
505 views

Cocos2d pause game freezes the screen

I am trying to create pause screen for my game. The game is developed upon continuous scrolling background (top to bottom) with obstacles which are moving independently (left to right). Below is the ...
0
votes
0answers
330 views

Limiting Rendering in my game loop (Not Game Updates)

My Gameloop (code below), limits the game updates to 60 ticks per second. However, it renders as fast as the device on which it is being run can handle. I'm using a fixed time step in my game and I ...
-1
votes
1answer
89 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
votes
1answer
178 views

Is my frame rate being calculated correctly?

I'm having a long headache (which may not be that complicated) with this frame rate thing. I already tested several frame rate algorithms, lastly I tested this here and they all gave something strange ...
-1
votes
3answers
322 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- ...
-1
votes
1answer
534 views

why are there draw rate and update rate in fixed time step game loop?

http://www.gameprogblog.com/generic-game-loop/ Java ...
-1
votes
1answer
688 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 ...