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Control Frame Rates in SFML

Started by June 12, 2014 02:56 PM
10 comments, last by frob 10 years, 7 months ago


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Time is tricky on computers. It does not flow regularly, nor does it always move forward. Always validate it.

That's a great post Frob. I think it's something that might be worth a short article, or maybe just a separate post.

Either way, thanks. I always learn new things on this site, game related or not.

My Gamedev Journal: 2D Game Making, the Easy Way

---(Old Blog, still has good info): 2dGameMaking
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"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)

People DO write about it.

There are occasional writeups of time related bugs. I wrote one before several years ago. Our game server would crash around 10:30A every Thursday. It took a bunch of hunting down. Windows has a normally helpful service that automatically updates the system time against Internet time servers, and it normally synchronizes once per week. After some logging, we discovered right before the crash the machine log jumped backwards by several seconds, which clued us in to the problem.

There is a flurry of articles and reminders about every six months (when DST turns on and off) and again every four years, right around the end of February.



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