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0 votes
0 answers
790 views

Fixing the frame rate for SDL2 2D game

Working on a 2D game with SDL2, for now on Window, but I'd like to dream and imagine that if I finish it, I could run it on other platforms that SDL2 games can target. A core part of which is GGPO ...
Tom Davies's user avatar
3 votes
0 answers
164 views

Quake 1: frame timer

If you check Quake 1 source code (sys_linux.c), you can see something like this: ...
user1095108's user avatar
0 votes
1 answer
1k views

Unity C#: Accurate MachineGun Firerate at lower FPS

I have long accepted that my firerate will be more or less irregular and inaccurate. Now that I'm adding sound things are getting really ugly. My methods for getting the firerate are primitive and I ...
AzulShiva's user avatar
  • 679
1 vote
1 answer
220 views

Accounting for drift between ticks

What are some solid techniques to account for the gap between processing time and frame update ticks? In other words, the game/render loop looks like this: Some important points: Tick timings are ...
davidkomer's user avatar
4 votes
1 answer
240 views

Time critical events based on framerate

Problem Description Basically, I've made a "programming game" in which I've made my own scripting language. It is a completely standard Lunar Lander game, though instead of directly controlling the ...
CodingBeagle's user avatar
4 votes
5 answers
458 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 ...
Mob's user avatar
  • 221