Hello,
Many games, with a best example I can think of being Minecraft, have a specific updates per second usually from 20 to 60 and frames per second unlimited or limited to a specific amount, but this value (only the fps) is also often allowed to be changed by the user during the time the game is being played. This forum probably has an answer to the question of setting a custom frames and updates per second but I never found anywhere how to fully implement this feature. I would like to set a specific updates per second but allow the user to customize their frames per second, or set it to unlimited within a game menu any time they want.
I am fairly new at this game engine but I am jumping ahead to things that I consider very important to whether I should make my game with the game tool, which is Love2D currently, or another... And if I have many questions linking basics to any answer I can learn the basics accordingly!
Kind Regards,
Kreative
How to set different frames per second and updates per second and be able to change after loading?
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Re: How to set different frames per second and updates per second and be able to change after loading?
The Source Engine also works this way. It's called "ticks." It keeps track of how many ticks should be done in the amount of time passed, and ticks until it catches up. It's probably a better solution than dt, you won't have things going through walls.
http://greyminecraftcoder.blogspot.com/ ... -loop.html
http://greyminecraftcoder.blogspot.com/ ... -loop.html
while true do end;
Re: How to set different frames per second and updates per second and be able to change after loading?
Oh yeah I know I know, I tried modding and server modding for the game and played it far too long to ever forget that. But I generally prefer the word update because the meaning I am expressing is synonymous and I generally prefer the word for sounding better, having better looking letters in my mono-font and the same length as launch and render .RonanZero wrote:The Source Engine also works this way. It's called "ticks." It keeps track of how many ticks should be done in the amount of time passed, and ticks until it catches up. It's probably a better solution than dt, you won't have things going through walls.
http://greyminecraftcoder.blogspot.com/ ... -loop.html
By default is draw and update unlimited so I could just dupe my code from Java into Lua for my specific game clock or if it's implemented by default is there some easy way to change it? I would also prefer to make the clock very precise to the nanosecond scale.
Kind Regards,
Kreative
Re: How to set different frames per second and updates per second and be able to change after loading?
Can't say I fully understand your question, but you may find some luck looking into love.run
Re: How to set different frames per second and updates per second and be able to change after loading?
I'm not sure if you want to lock your FPS to a chosen value, or to make your game logic update on certain intervals. If you want to lock your FPS to a chosen value, this is one way to do it:
It's probably not the best implementation. It would be better to manipulate love.run so that events are not delayed until the next frame. As is, the cycle is: read events - wait - update - draw - present - read events - ... but ideally the wait should be between presenting the screen and reading the events, for maximum responsiveness. That can be done by either manipulating love.run (the clean but less future-proof way) or by manipulating love.graphics.present (the dirty but safer way).
But if you want your game to work with ticks of fixed time, without sleeping so that the rest of the code still responds, it's also possible. Just use the timer to trigger your tick code instead of to sleep.
Code: Select all
local FPS = 40
local nextTime = love.timer.getTime() + 1/FPS -- moment of time to wait for
function love.update(dt)
-- Do this at start
local timedif = nextTime - love.timer.getTime() -- are we there yet?
if timedif > 0 then love.timer.sleep(timedif) end -- wait if not
nextTime = nextTime + 1/FPS -- advance the timer to the next moment on time
-- Rest of your update here
end
function love.draw()
love.graphics.print(love.timer.getFPS())
end
But if you want your game to work with ticks of fixed time, without sleeping so that the rest of the code still responds, it's also possible. Just use the timer to trigger your tick code instead of to sleep.
Re: How to set different frames per second and updates per second and be able to change after loading?
Are the functions love.update and love.draw limited to run every specific interval to produce a certain number of times each second? Are the updates and frames limited or unlimited? If they are unlimited I'll just use another way of limiting that I have written in Java because it's very efficient! Otherwise, I would like to know how I could either remove the limitation or change it to whatever I desire, and also after the love.load function, and within the love.update function.
Kind Regards,
Kreative
Kind Regards,
Kreative
- zorg
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Re: How to set different frames per second and updates per second and be able to change after loading?
If vsync is off (and you don't force it on löve via other means, like the nvidia control panel for those cards), then love.run's loop will execute as fast as it can (granted, with the sleep command still in it at the end), giving you around 1000 cycles per second to work with.
That way, you can "wrap" some accumulators/counters around the update and draw function calls, making them only be called every x interval. Let's say 60 times per second for the update, and either the current screen's refresh rate, or unbounded, for the draw.
This can all be implemented, along with changing both values.
If you leave vsync off, no matter what you want, it won't be precise because the whole love.run loop is bound by the screen refresh rate.
That way, you can "wrap" some accumulators/counters around the update and draw function calls, making them only be called every x interval. Let's say 60 times per second for the update, and either the current screen's refresh rate, or unbounded, for the draw.
This can all be implemented, along with changing both values.
If you leave vsync off, no matter what you want, it won't be precise because the whole love.run loop is bound by the screen refresh rate.
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
Re: How to set different frames per second and updates per second and be able to change after loading?
Hmm, say could you edit the run loop to your liking then? And what does love use in any case, the run function seems pretty familiar from Java which gets a lot of it's stuff from C and C++ which Lua is written in. I was thinking of creating a game as manually as possible but importing custom libraries seemed a bit too complicated as I couldn't find any detailed tutorial, that's why I am trying Love but I'm curious to know what Love uses to work so I could maybe use the same but in my own fashion.zorg wrote:If vsync is off (and you don't force it on löve via other means, like the nvidia control panel for those cards), then love.run's loop will execute as fast as it can (granted, with the sleep command still in it at the end), giving you around 1000 cycles per second to work with.
That way, you can "wrap" some accumulators/counters around the update and draw function calls, making them only be called every x interval. Let's say 60 times per second for the update, and either the current screen's refresh rate, or unbounded, for the draw.
This can all be implemented, along with changing both values.
If you leave vsync off, no matter what you want, it won't be precise because the whole love.run loop is bound by the screen refresh rate.
Kind Regards,
Kreative
- zorg
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Re: How to set different frames per second and updates per second and be able to change after loading?
Yes, see: [wiki]love.run[/wiki].
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
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