![]() ![]() ![]() * An accurate sync method that will attempt to run at a constant frame rate. Private RunningAvg yieldDurations = new RunningAvg(10) Private RunningAvg sleepDurations = new RunningAvg(10) ** for calculating the averages the previous sleep/yield times are stored */ ** whether the initialisation code has run */ ** The time to sleep/yield until the next frame */ Private static final long NANOS_IN_SECOND = 1000L * 1000L * 1000L ** number of nano seconds in a second */ * it runs on to provide reliable results. * A highly accurate sync method that continually adapts to the system * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ![]() * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * PROFITS OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES LOSS OF USE, DATA, OR * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * from this software without specific prior written permission. * its contributors may be used to endorse or promote products derived * * Neither the name of 'LWJGL' nor the names of * documentation and/or other materials provided with the distribution. Graphics Graphic Graphic Animation Computer Graphics. Outline 2D Graphics in Java OOP concepts in Graphics Complexity Graphics 2D Animations Timer APIs. * notice, this list of conditions and the following disclaimer in the 2D Graphics and Animations in Java World. * * Redistributions in binary form must reproduce the above copyright The content inside the draw() loop repeats at a default rate of 60 frames per second, and once at the end of the code inside draw it loops back Using Timers in p5. * notice, this list of conditions and the following disclaimer. Creative Programming Using Timers in p5.js Objectives and Overview Lesson Objectives Timing Events In Sketches By now you’ve created enough sketches to understand the basic flow. * * Redistributions of source code must retain the above copyright Here is a small example: suppose you want to move something by 10 units each second on the x. This way, the movement speed of your character should be almost the same if your program runs at 60 fps or if it runs at 10 fps. Consider, for example, a fast but delayed frame rate (e.g., 120 FPS at a 100 ms latency delay) due to processing or network latency. Latency and frame rate can also be independent. * modification, are permitted provided that the following conditions are Basically, you can use deltaTime to update your movements in ratio to this elapsed time instead of using a fixed time value. changing frame rate from 60 FPS to 30 FPS introduces an additional 16.6 ms of latency. Here's a tip for using Swing and getting reasonably accurate FPS without using a Timer.įirstly don't run the game loop in the event dispatcher thread, it should run in its own thread doing the hard work and not getting in the way of the UI.* Redistribution and use in source and binary forms, with or without ![]()
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