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FPS?

Started by April 22, 2002 08:10 PM
86 comments, last by Wachar 22 years, 7 months ago
That''s an excellent analogy. Rest assured I''ll link over to your post if the question ever comes up again.

Peace,
ZE.

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So...fps is used to reduce/limit the amount something has to draw if it messes up with the drawing? (Whatever it is: too much work,etc).

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Take it to the Xtreme!
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[edited by - Wachar on April 28, 2002 11:21:41 AM]
Wachar's Eternity <-<-<-<-<- Me own site!
Right?

Take it to the Xtreme!



[edited by - Wachar on April 28, 2002 11:45:27 AM]
Wachar's Eternity <-<-<-<-<- Me own site!
quote: Original post by Wachar
So...fps is used to reduce/limit the amount something has to draw if it messes up with the drawing? (Whatever it is: too much work,etc).



No. fps isn''t used to limit what is being drawn, its a measurement of how fast drawing is taking place. Like measuring wind speed or how fast you are driving your car, its not used is any way - its just a measurement.

The main thing you seem to be confused about is the two different approaches.

1. Running your game as fast as possible. Your game loops simply looks like
while(gameNotFinished) { do game logic and drawing }
In there you can calculate how long it took the computer to draw the last frame and figure out how many frames per second you are getting.

2. Same game loop, but you attempt to cap your framerate/fps at a specific value (say, 30fps). This basically involves the same as the above, but letting your game loop pause for small periods of time to acheive a constant framerate. More complicated, and more commonly used in Java games (it allows the garbage collector some time to work inbetween frames).

Or you can simply ignore calculating your fps and not worry about it. Now since theres plenty of other good explanations on the thread, you should be able to figure it all out now.

But i get the impression you''re not asking the question you really mean..
So, it measures how fast something works and then makes it constantly run at the same speed over and over again?

Take it to the Xtreme!

Wachar's Eternity <-<-<-<-<- Me own site!
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quote: Original post by Wachar
So, it measures how fast something works and then makes it constantly run at the same speed over and over again?


The answer lies in this thread. Read it again. And read it SLOWLY !

-------------Ban KalvinB !
I already have.

Take it to the Xtreme!

Wachar's Eternity <-<-<-<-<- Me own site!
quote: Original post by Wachar
So, it measures how fast something works


Yes

quote: Original post by Wachar
and then makes it constantly run at the same speed over and over again?


No. FPS is not used to cap how fast the game runs. FPS is how fast the game runs.



I will not make a list of links... I will not make a list of links... I will not make a list of links...
Invader''s Realm
quote: Original post by Anonymous Poster

2. Same game loop, but you attempt to cap your framerate/fps at a specific value (say, 30fps). This basically involves the same as the above, but letting your game loop pause for small periods of time to acheive a constant framerate. More complicated, and more commonly used in Java games (it allows the garbage collector some time to work inbetween frames).


Since I''m not sure i was clear enough in my last post this is basically what the method I explained does. The point of this is to keep objects moving at a constant rate. There are better methods than this that envolve calculating the framerate. Im not going to explain them here but you can find them later in the book Tricks.

--------------------------Insert witty comment here!--------------------------

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