time issue in render libgdx [duplicate]

Posted by jaysingh on Game Development See other posts from Game Development or by jaysingh
Published on 2013-11-03T20:06:22Z Indexed on 2013/11/03 22:20 UTC
Read the original article Hit count: 260

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This question is an exact duplicate of:

pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value. so position never updated

@Override
public void render()
{
float deltaTime = Gdx.graphics.getDeltaTime();
Update(deltaTime);
Render(deltaTime);
}


const int TICKS_PER_SECOND = 50;
const int SKIP_TICKS = 1000 / TICKS_PER_SECOND;
const int MAX_FRAMESKIP = 10;

DWORD next_game_tick = GetTickCount();
int loops;

bool game_is_running = true;
while( game_is_running ) {

    loops = 0;
    while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) {
        update_game();

        next_game_tick += SKIP_TICKS;
        loops++;
    }

    display_game();
}

© Game Development or respective owner

time issue in render libgdx [duplicate]

Posted by jaysingh on Game Development See other posts from Game Development or by jaysingh
Published on 2013-11-03T19:59:16Z Indexed on 2013/11/03 22:20 UTC
Read the original article Hit count: 260

Filed under:

This question is an exact duplicate of:

pls. help how to implement this loop in render method next_game_tick and GetTickCount(); always contain same time value so player position not updated.

@Override
public void render()
{
float deltaTime = Gdx.graphics.getDeltaTime();
Update(deltaTime);
Render(deltaTime);
}


const int TICKS_PER_SECOND = 50;
const int SKIP_TICKS = 1000 / TICKS_PER_SECOND;
const int MAX_FRAMESKIP = 10;

DWORD next_game_tick = GetTickCount();
int loops;

bool game_is_running = true;
while( game_is_running ) {

    loops = 0;
    while( GetTickCount() > next_game_tick && loops < MAX_FRAMESKIP) {
        update_game();

        next_game_tick += SKIP_TICKS;
        loops++;
    }

    display_game();
}

© Game Development or respective owner

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